fceux/src/state.h

80 lines
2.9 KiB
C

/* FCE Ultra - NES/Famicom Emulator
*
* Copyright notice for this file:
* Copyright (C) 2002 Xodnizel
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
enum ENUM_SSLOADPARAMS
{
SSLOADPARAM_NOBACKUP,
SSLOADPARAM_BACKUP,
};
void FCEUSS_Save(const char *);
bool FCEUSS_Load(const char *);
//zlib values: 0 (none) through 9 (max) or -1 (default)
bool FCEUSS_SaveMS(EMUFILE* outstream, int compressionLevel);
bool FCEUSS_LoadFP(EMUFILE* is, ENUM_SSLOADPARAMS params);
extern int CurrentState;
void FCEUSS_CheckStates(void);
struct SFORMAT
{
//a void* to the data or a void** to the data
void *v;
//size, plus flags
uint32 s;
//a string description of the element
char *desc;
};
void ResetExState(void (*PreSave)(void),void (*PostSave)(void));
void AddExState(void *v, uint32 s, int type, char *desc);
//indicates that the value is a multibyte integer that needs to be put in the correct byte order
#define FCEUSTATE_RLSB 0x80000000
//void*v is actually a void** which will be indirected before reading
#define FCEUSTATE_INDIRECT 0x40000000
//all FCEUSTATE flags together so that we can mask them out and get the size
#define FCEUSTATE_FLAGS (FCEUSTATE_RLSB|FCEUSTATE_INDIRECT)
void FCEU_DrawSaveStates(uint8 *XBuf);
void CreateBackupSaveState(const char *fname); //backsup a savestate before overwriting it with a new one
void BackupLoadState(); //Makes a backup savestate before any loadstate
void LoadBackup(); //Loads the backupsavestate
void RedoLoadState(); //reloads a loadstate if backupsavestate was run
void SwapSaveState(); //Swaps a savestate with its backup state
extern char lastSavestateMade[2048]; //Filename of last savestate used
extern bool undoSS; //undo savestate flag
extern bool redoSS; //redo savestate flag
extern char lastLoadstateMade[2048]; //Filename of last state loaded
extern bool undoLS; //undo loadstate flag
extern bool redoLS; //redo savestate flag
extern bool backupSavestates; //Whether or not to make backups, true by default
bool CheckBackupSaveStateExist(); //Checks if backupsavestate exists
extern bool compressSavestates; //Whether or not to compress non-movie savestates (by default, yes)