dolphin/Source/Core/Core/State.h
Tillmann Karras 315a8ba1c0 Various changes suggested by cppcheck
- remove unused variables
- reduce the scope where it makes sense
- correct limits (did you know that strcat()'s last parameter does not
  include the \0 that is always added?)
- set some free()'d pointers to NULL
2014-02-28 12:43:20 +01:00

64 lines
1.4 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
// Emulator state saving support.
#pragma once
#include <string>
#include <vector>
namespace State
{
// number of states
static const u32 NUM_STATES = 10;
struct StateHeader
{
u8 gameID[6];
u32 size;
double time;
};
void Init();
void Shutdown();
void EnableCompression(bool compression);
bool ReadHeader(const std::string& filename, StateHeader& header);
// These don't happen instantly - they get scheduled as events.
// ...But only if we're not in the main cpu thread.
// If we're in the main cpu thread then they run immediately instead
// because some things (like Lua) need them to run immediately.
// Slots from 0-99.
void Save(int slot, bool wait = false);
void Load(int slot);
void Verify(int slot);
void SaveAs(const std::string &filename, bool wait = false);
void LoadAs(const std::string &filename);
void VerifyAt(const std::string &filename);
void SaveToBuffer(std::vector<u8>& buffer);
void LoadFromBuffer(std::vector<u8>& buffer);
void VerifyBuffer(std::vector<u8>& buffer);
void LoadLastSaved(int i = 1);
void SaveFirstSaved();
void UndoSaveState();
void UndoLoadState();
// wait until previously scheduled savestate event (if any) is done
void Flush();
// for calling back into UI code without introducing a dependency on it in core
typedef void(*CallbackFunc)(void);
void SetOnAfterLoadCallback(CallbackFunc callback);
}