Save/load state with file parameter

This commit is contained in:
Jeffrey Pfau 2014-08-04 22:40:11 -07:00
parent d979e04606
commit 86a2edbdf1
2 changed files with 29 additions and 11 deletions

View File

@ -163,15 +163,7 @@ bool GBASaveState(struct GBA* gba, struct VDir* dir, int slot, bool screenshot)
if (!vf) {
return false;
}
bool success = true;
if (!screenshot) {
vf->truncate(vf, sizeof(struct GBASerializedState));
struct GBASerializedState* state = vf->map(vf, sizeof(struct GBASerializedState), MAP_WRITE);
GBASerialize(gba, state);
vf->unmap(vf, state, sizeof(struct GBASerializedState));
} else {
_savePNGState(gba, vf);
}
bool success = GBASaveStateNamed(gba, vf, screenshot);
vf->close(vf);
return success;
}
@ -181,14 +173,37 @@ bool GBALoadState(struct GBA* gba, struct VDir* dir, int slot) {
if (!vf) {
return false;
}
bool success = GBALoadStateNamed(gba, vf);
vf->close(vf);
return success;
}
bool GBASaveStateNamed(struct GBA* gba, struct VFile* vf, bool screenshot) {
if (!screenshot) {
vf->truncate(vf, sizeof(struct GBASerializedState));
struct GBASerializedState* state = vf->map(vf, sizeof(struct GBASerializedState), MAP_WRITE);
if (!state) {
return false;
}
GBASerialize(gba, state);
vf->unmap(vf, state, sizeof(struct GBASerializedState));
} else {
return _savePNGState(gba, vf);
}
return true;
}
bool GBALoadStateNamed(struct GBA* gba, struct VFile* vf) {
if (!isPNG(vf)) {
struct GBASerializedState* state = vf->map(vf, sizeof(struct GBASerializedState), MAP_READ);
if (!state) {
return false;
}
GBADeserialize(gba, state);
vf->unmap(vf, state, sizeof(struct GBASerializedState));
} else {
_loadPNGState(gba, vf);
return _loadPNGState(gba, vf);
}
vf->close(vf);
return true;
}

View File

@ -272,6 +272,9 @@ void GBADeserialize(struct GBA* gba, struct GBASerializedState* state);
bool GBASaveState(struct GBA* gba, struct VDir* dir, int slot, bool screenshot);
bool GBALoadState(struct GBA* gba, struct VDir* dir, int slot);
bool GBASaveStateNamed(struct GBA* gba, struct VFile* vf, bool screenshot);
bool GBALoadStateNamed(struct GBA* gba, struct VFile* vf);
struct GBASerializedState* GBAAllocateState(void);
void GBADeallocateState(struct GBASerializedState* state);