mirror of https://github.com/mgba-emu/mgba.git
Qt: Support for multiple saves per game using .sa2, .sa3, etc.
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16df8fe957
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CHANGES
1
CHANGES
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@ -11,6 +11,7 @@ Features:
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- Discord Rich Presence now supports time elapsed
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- Additional scaling shaders
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- Support for GameShark Advance SP (.gsv) save file importing
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- Support for multiple saves per game using .sa2, .sa3, etc.
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Emulation fixes:
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- ARM7: Fix unsigned multiply timing
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- GB Memory: Add cursory cartridge open bus emulation (fixes mgba.io/i/2032)
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@ -223,7 +223,13 @@ bool mCoreAutoloadSave(struct mCore* core) {
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if (!core->dirs.save) {
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return false;
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}
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return core->loadSave(core, mDirectorySetOpenSuffix(&core->dirs, core->dirs.save, ".sav", O_CREAT | O_RDWR));
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int savePlayerId = 0;
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char sav[16] = ".sav";
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mCoreConfigGetIntValue(&core->config, "savePlayerId", &savePlayerId);
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if (savePlayerId > 1) {
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snprintf(sav, sizeof(sav), ".sa%i", savePlayerId);
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}
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return core->loadSave(core, mDirectorySetOpenSuffix(&core->dirs, core->dirs.save, sav, O_CREAT | O_RDWR));
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}
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bool mCoreAutoloadPatch(struct mCore* core) {
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@ -365,6 +371,7 @@ void mCoreLoadForeignConfig(struct mCore* core, const struct mCoreConfig* config
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mCoreConfigCopyValue(&core->config, config, "cheatAutosave");
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mCoreConfigCopyValue(&core->config, config, "cheatAutoload");
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mCoreConfigCopyValue(&core->config, config, "savePlayerId");
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core->loadConfig(core, config);
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}
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@ -11,7 +11,9 @@
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#include "MultiplayerController.h"
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#include "Override.h"
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#include <QAbstractButton>
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#include <QDateTime>
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#include <QMessageBox>
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#include <QMutexLocker>
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#include <mgba/core/serialize.h>
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@ -70,6 +72,7 @@ CoreController::CoreController(mCore* core, QObject* parent)
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if (controller->m_multiplayer) {
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controller->m_multiplayer->attachGame(controller);
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controller->updatePlayerSave();
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}
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QMetaObject::invokeMethod(controller, "started");
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@ -285,6 +288,13 @@ void CoreController::loadConfig(ConfigController* config) {
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mCoreConfigCopyValue(&m_threadContext.core->config, config->config(), "volume");
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mCoreConfigCopyValue(&m_threadContext.core->config, config->config(), "mute");
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int playerId = m_multiplayer->playerId(this) + 1;
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QVariant savePlayerId = config->getOption("savePlayerId");
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if (m_multiplayer->attached() < 2 && savePlayerId.canConvert<int>()) {
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playerId = savePlayerId.toInt();
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}
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mCoreConfigSetOverrideIntValue(&m_threadContext.core->config, "savePlayerId", playerId);
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QSize sizeBefore = screenDimensions();
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m_activeBuffer.resize(256 * 224 * sizeof(color_t));
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m_threadContext.core->setVideoBuffer(m_threadContext.core, reinterpret_cast<color_t*>(m_activeBuffer.data()), sizeBefore.width());
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@ -537,6 +547,41 @@ void CoreController::forceFastForward(bool enable) {
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emit fastForwardChanged(enable || m_fastForward);
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}
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void CoreController::changePlayer(int id) {
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Interrupter interrupter(this);
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int playerId = 0;
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mCoreConfigGetIntValue(&m_threadContext.core->config, "savePlayerId", &playerId);
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if (id == playerId) {
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return;
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}
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interrupter.resume();
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QMessageBox* resetPrompt = new QMessageBox(QMessageBox::Question, tr("Reset the game?"),
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tr("Most games will require a reset to load the new save. Do you want to reset now?"),
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QMessageBox::Yes | QMessageBox::No | QMessageBox::Cancel);
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connect(resetPrompt, &QMessageBox::buttonClicked, this, [this, resetPrompt, id](QAbstractButton* button) {
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Interrupter interrupter(this);
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switch (resetPrompt->standardButton(button)) {
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default:
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return;
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case QMessageBox::Yes:
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mCoreConfigSetOverrideIntValue(&m_threadContext.core->config, "savePlayerId", id);
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m_resetActions.append([this]() {
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updatePlayerSave();
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});
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interrupter.resume();
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reset();
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break;
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case QMessageBox::No:
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mCoreConfigSetOverrideIntValue(&m_threadContext.core->config, "savePlayerId", id);
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updatePlayerSave();
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break;
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}
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});
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resetPrompt->setAttribute(Qt::WA_DeleteOnClose);
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resetPrompt->show();
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}
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void CoreController::overrideMute(bool override) {
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m_mute = override;
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@ -734,7 +779,22 @@ void CoreController::loadSave(const QString& path, bool temporary) {
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m_threadContext.core->loadSave(m_threadContext.core, vf);
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}
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});
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reset();
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if (hasStarted()) {
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reset();
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}
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}
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void CoreController::loadSave(VFile* vf, bool temporary) {
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m_resetActions.append([this, vf, temporary]() {
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if (temporary) {
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m_threadContext.core->loadTemporarySave(m_threadContext.core, vf);
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} else {
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m_threadContext.core->loadSave(m_threadContext.core, vf);
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}
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});
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if (hasStarted()) {
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reset();
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}
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}
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void CoreController::loadPatch(const QString& patchPath) {
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@ -1098,6 +1158,26 @@ void CoreController::finishFrame() {
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QMetaObject::invokeMethod(this, "frameAvailable");
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}
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void CoreController::updatePlayerSave() {
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int savePlayerId = 0;
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mCoreConfigGetIntValue(&m_threadContext.core->config, "savePlayerId", &savePlayerId);
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if (savePlayerId == 0 || m_multiplayer->attached() > 1) {
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savePlayerId = m_multiplayer->playerId(this) + 1;
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}
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QString saveSuffix;
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if (savePlayerId < 2) {
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saveSuffix = QLatin1String(".sav");
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} else {
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saveSuffix = QString(".sa%1").arg(savePlayerId);
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}
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QByteArray saveSuffixBin(saveSuffix.toUtf8());
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VFile* save = mDirectorySetOpenSuffix(&m_threadContext.core->dirs, m_threadContext.core->dirs.save, saveSuffixBin.constData(), O_CREAT | O_RDWR);
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if (save) {
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m_threadContext.core->loadSave(m_threadContext.core, save);
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}
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}
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void CoreController::updateFastForward() {
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// If we have "Fast forward" checked in the menu (m_fastForwardForced)
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// or are holding the fast forward button (m_fastForward):
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@ -142,6 +142,8 @@ public slots:
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void setFastForward(bool);
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void forceFastForward(bool);
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void changePlayer(int id);
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void overrideMute(bool);
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void loadState(int slot = 0);
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@ -154,6 +156,7 @@ public slots:
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void saveBackupState();
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void loadSave(const QString&, bool temporary);
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void loadSave(VFile*, bool temporary);
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void loadPatch(const QString&);
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void scanCard(const QString&);
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void replaceGame(const QString&);
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@ -227,6 +230,8 @@ private:
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int updateAutofire();
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void finishFrame();
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void updatePlayerSave();
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void updateFastForward();
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void updateROMInfo();
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@ -1218,6 +1218,23 @@ void Window::setupMenu(QMenuBar* menubar) {
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m_platformActions.insert(mPLATFORM_GBA, exportShark);
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#endif
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m_actions.addSeparator("saves");
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Action* savePlayerAction;
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ConfigOption* savePlayer = m_config->addOption("savePlayerId");
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savePlayerAction = savePlayer->addValue(tr("Automatically determine"), 0, &m_actions, "saves");
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m_nonMpActions.append(savePlayerAction);
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for (int i = 1; i < 5; ++i) {
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savePlayerAction = savePlayer->addValue(tr("Use player %0 save game").arg(i), i, &m_actions, "saves");
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m_nonMpActions.append(savePlayerAction);
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}
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savePlayer->connect([this](const QVariant& value) {
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if (m_controller) {
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m_controller->changePlayer(value.toInt());
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}
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}, this);
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m_config->updateOption("savePlayerId");
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m_actions.addAction(tr("Load &patch..."), "loadPatch", this, &Window::selectPatch, "file");
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#ifdef M_CORE_GBA
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