Fix the internal savestate API to better reflect how it actually works

This commit is contained in:
Henrik Rydgård committed 2026-01-09 10:29:37 +01:00
1 parent e6e82c9ad3
commit 2959ad214c
7 files changed
+140 -102

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+69 -48
View File
@@ -315,9 +315,13 @@ enum class OperationType {
return filename.GetFilename() + " " + std::string(sy->T("(broken)"));
}
std::string GenerateFullDiscId(const Path &gameFilename) {
std::string discId = g_paramSFO.GetValueString("DISC_ID");
std::string discVer = g_paramSFO.GetValueString("DISC_VERSION");
// TODO: gameFilename is ignored!
// This means that this must always be called in-game, otherwise it will not work!
//
// This particular ID string generation is specific for save states.
static std::string GenerateFullDiscId(const ParamSFOData &paramSFO) {
std::string discId = paramSFO.GetValueString("DISC_ID");
std::string discVer = paramSFO.GetValueString("DISC_VERSION");
if (discId.empty()) {
// Should never happen.
discId = g_paramSFO.GenerateFakeID(Path());
@@ -326,9 +330,13 @@ enum class OperationType {
return StringFromFormat("%s_%s", discId.c_str(), discVer.c_str());
}
Path GenerateSaveSlotFilename(const Path &gameFilename, int slot, const char *extension)
{
std::string filename = StringFromFormat("%s_%d.%s", GenerateFullDiscId(gameFilename).c_str(), slot, extension);
std::string GetGamePrefix(const ParamSFOData &paramSFO) {
return GenerateFullDiscId(paramSFO);
}
// The prefix is always based on GenerateFullDiscId. So we can find these by scanning, too.
Path GenerateSaveSlotFilename(std::string_view gamePrefix, int slot, const char *extension) {
std::string filename = StringFromFormat("%.*s_%d.%s", STR_VIEW(gamePrefix), slot, extension);
return GetSysDirectory(DIRECTORY_SAVESTATE) / filename;
}
@@ -364,13 +372,12 @@ enum class OperationType {
}
}
void LoadSlot(const Path &gameFilename, int slot, Callback callback)
{
void LoadSlot(std::string_view gamePrefix, int slot, Callback callback) {
if (!NetworkAllowSaveState()) {
return;
}
Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
Path fn = GenerateSaveSlotFilename(gamePrefix, slot, STATE_EXTENSION);
if (!fn.empty()) {
// This add only 1 extra state, should we just always enable it?
if (g_Config.bEnableStateUndo) {
@@ -380,7 +387,7 @@ enum class OperationType {
if (status != Status::FAILURE) {
DeleteIfExists(backup);
File::Rename(backup.WithExtraExtension(".tmp"), backup);
g_Config.sStateLoadUndoGame = GenerateFullDiscId(gameFilename);
g_Config.sStateLoadUndoGame = gamePrefix;
g_Config.Save("Saving config for savestate last load undo");
} else {
ERROR_LOG(Log::SaveState, "Saving load undo state failed: %.*s", (int)message.size(), message.data());
@@ -405,12 +412,12 @@ enum class OperationType {
}
}
bool UndoLoad(const Path &gameFilename, Callback callback) {
bool UndoLoad(std::string_view gamePrefix, Callback callback) {
if (!NetworkAllowSaveState()) {
return false;
}
if (g_Config.sStateLoadUndoGame != GenerateFullDiscId(gameFilename)) {
if (g_Config.sStateLoadUndoGame != gamePrefix) {
if (callback) {
auto sy = GetI18NCategory(I18NCat::SYSTEM);
callback(Status::FAILURE, sy->T("Error: load undo state is from a different game"));
@@ -431,21 +438,21 @@ enum class OperationType {
}
}
void SaveSlot(const Path &gameFilename, int slot, Callback callback) {
void SaveSlot(std::string_view gamePrefix, int slot, Callback callback) {
if (!NetworkAllowSaveState()) {
return;
}
Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
Path fnUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_STATE_EXTENSION);
Path fn = GenerateSaveSlotFilename(gamePrefix, slot, STATE_EXTENSION);
Path fnUndo = GenerateSaveSlotFilename(gamePrefix, slot, UNDO_STATE_EXTENSION);
if (!fn.empty()) {
Path shot = GenerateSaveSlotFilename(gameFilename, slot, SCREENSHOT_EXTENSION);
Path shot = GenerateSaveSlotFilename(gamePrefix, slot, SCREENSHOT_EXTENSION);
auto renameCallback = [=](Status status, std::string_view message) {
if (status != Status::FAILURE) {
if (g_Config.bEnableStateUndo) {
DeleteIfExists(fnUndo);
RenameIfExists(fn, fnUndo);
g_Config.sStateUndoLastSaveGame = GenerateFullDiscId(gameFilename);
g_Config.sStateUndoLastSaveGame = gamePrefix;
g_Config.iStateUndoLastSaveSlot = slot;
g_Config.Save("Saving config for savestate last save undo");
} else {
@@ -459,7 +466,7 @@ enum class OperationType {
};
// Let's also create a screenshot.
if (g_Config.bEnableStateUndo) {
Path shotUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_SCREENSHOT_EXTENSION);
Path shotUndo = GenerateSaveSlotFilename(gamePrefix, slot, UNDO_SCREENSHOT_EXTENSION);
DeleteIfExists(shotUndo);
RenameIfExists(shot, shotUndo);
}
@@ -473,18 +480,18 @@ enum class OperationType {
}
}
bool UndoSaveSlot(const Path &gameFilename, int slot) {
bool UndoSaveSlot(std::string_view gamePrefix, int slot) {
if (!NetworkAllowSaveState()) {
return false;
}
Path fnUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_STATE_EXTENSION);
Path fnUndo = GenerateSaveSlotFilename(gamePrefix, slot, UNDO_STATE_EXTENSION);
// Do nothing if there's no undo.
if (File::Exists(fnUndo)) {
Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
Path shot = GenerateSaveSlotFilename(gameFilename, slot, SCREENSHOT_EXTENSION);
Path shotUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_SCREENSHOT_EXTENSION);
Path fn = GenerateSaveSlotFilename(gamePrefix, slot, STATE_EXTENSION);
Path shot = GenerateSaveSlotFilename(gamePrefix, slot, SCREENSHOT_EXTENSION);
Path shotUndo = GenerateSaveSlotFilename(gamePrefix, slot, UNDO_SCREENSHOT_EXTENSION);
// Swap them so they can undo again to redo. Mistakes happen.
SwapIfExists(shotUndo, shot);
SwapIfExists(fnUndo, fn);
@@ -494,9 +501,9 @@ enum class OperationType {
return false;
}
void DeleteSlot(const Path &gameFilename, int slot) {
Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
Path shot = GenerateSaveSlotFilename(gameFilename, slot, SCREENSHOT_EXTENSION);
void DeleteSlot(std::string_view gamePrefix, int slot) {
Path fn = GenerateSaveSlotFilename(gamePrefix, slot, STATE_EXTENSION);
Path shot = GenerateSaveSlotFilename(gamePrefix, slot, SCREENSHOT_EXTENSION);
if (File::Exists(fn)) {
DeleteIfExists(fn);
@@ -504,42 +511,57 @@ enum class OperationType {
}
}
bool UndoLastSave(const Path &gameFilename) {
bool UndoLastSave(std::string_view gamePrefix) {
if (!NetworkAllowSaveState()) {
return false;
}
if (g_Config.sStateUndoLastSaveGame != GenerateFullDiscId(gameFilename))
if (g_Config.sStateUndoLastSaveGame != gamePrefix)
return false;
return UndoSaveSlot(gameFilename, g_Config.iStateUndoLastSaveSlot);
return UndoSaveSlot(gamePrefix, g_Config.iStateUndoLastSaveSlot);
}
bool HasSaveInSlot(const Path &gameFilename, int slot) {
Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
void Rescan(std::string_view gamePrefix) {
// Currently nothing to do here.
// On Android this would be important to rescan the save state directory.
std::vector<File::FileInfo> file;
std::string prefix(gamePrefix);
prefix += "_";
File::GetFilesInDir(GetSysDirectory(DIRECTORY_SAVESTATE), &file, nullptr, 0, prefix);
for (const auto &f : file) {
INFO_LOG(Log::System, "%s", f.name.c_str());
}
}
bool HasSaveInSlot(std::string_view gamePrefix, int slot) {
Path fn = GenerateSaveSlotFilename(gamePrefix, slot, STATE_EXTENSION);
return File::Exists(fn);
}
bool HasUndoSaveInSlot(const Path &gameFilename, int slot) {
Path fn = GenerateSaveSlotFilename(gameFilename, slot, UNDO_STATE_EXTENSION);
bool HasUndoSaveInSlot(std::string_view gamePrefix, int slot) {
Path fn = GenerateSaveSlotFilename(gamePrefix, slot, UNDO_STATE_EXTENSION);
return File::Exists(fn);
}
bool HasUndoLastSave(const Path &gameFilename) {
if (g_Config.sStateUndoLastSaveGame != GenerateFullDiscId(gameFilename))
bool HasUndoLastSave(std::string_view gamePrefix) {
if (g_Config.sStateUndoLastSaveGame != gamePrefix)
return false;
return HasUndoSaveInSlot(gameFilename, g_Config.iStateUndoLastSaveSlot);
return HasUndoSaveInSlot(gamePrefix, g_Config.iStateUndoLastSaveSlot);
}
bool HasScreenshotInSlot(const Path &gameFilename, int slot) {
Path fn = GenerateSaveSlotFilename(gameFilename, slot, SCREENSHOT_EXTENSION);
bool HasScreenshotInSlot(std::string_view gamePrefix, int slot) {
Path fn = GenerateSaveSlotFilename(gamePrefix, slot, SCREENSHOT_EXTENSION);
return File::Exists(fn);
}
bool HasUndoLoad(const Path &gameFilename) {
bool HasUndoLoad(std::string_view gamePrefix) {
Path fn = GetSysDirectory(DIRECTORY_SAVESTATE) / LOAD_UNDO_NAME;
return File::Exists(fn) && g_Config.sStateLoadUndoGame == GenerateFullDiscId(gameFilename);
return File::Exists(fn) && g_Config.sStateLoadUndoGame == gamePrefix;
}
bool operator < (const tm &t1, const tm &t2) {
@@ -579,11 +601,11 @@ enum class OperationType {
return true;
}
int GetNewestSlot(const Path &gameFilename) {
int GetNewestSlot(std::string_view gamePrefix) {
int newestSlot = -1;
tm newestDate = {0};
for (int i = 0; i < Config::iSaveStateSlotCount; i++) {
Path fn = GenerateSaveSlotFilename(gameFilename, i, STATE_EXTENSION);
Path fn = GenerateSaveSlotFilename(gamePrefix, i, STATE_EXTENSION);
if (File::Exists(fn)) {
tm time;
bool success = File::GetModifTime(fn, time);
@@ -596,11 +618,11 @@ enum class OperationType {
return newestSlot;
}
int GetOldestSlot(const Path &gameFilename) {
int GetOldestSlot(std::string_view gamePrefix) {
int oldestSlot = -1;
tm oldestDate = {0};
for (int i = 0; i < Config::iSaveStateSlotCount; i++) {
Path fn = GenerateSaveSlotFilename(gameFilename, i, STATE_EXTENSION);
Path fn = GenerateSaveSlotFilename(gamePrefix, i, STATE_EXTENSION);
if (File::Exists(fn)) {
tm time;
bool success = File::GetModifTime(fn, time);
@@ -613,8 +635,8 @@ enum class OperationType {
return oldestSlot;
}
std::string GetSlotDateAsString(const Path &gameFilename, int slot) {
Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
std::string GetSlotDateAsString(std::string_view gamePrefix, int slot) {
Path fn = GenerateSaveSlotFilename(gamePrefix, slot, STATE_EXTENSION);
tm time;
if (File::GetModifTime(fn, time)) {
char buf[256];
@@ -637,8 +659,7 @@ enum class OperationType {
return "";
}
std::vector<Operation> Flush()
{
std::vector<Operation> Flush() {
std::lock_guard<std::mutex> guard(mutex);
std::vector<Operation> copy = pending;
pending.clear();
+24 -15
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@@ -25,6 +25,9 @@
#include "Common/File/Path.h"
#include "Common/Serialize/Serializer.h"
class ParamSFOData;
#undef Process
namespace SaveState {
enum class Status {
FAILURE,
@@ -42,30 +45,36 @@ namespace SaveState {
void PrevSlot();
void NextSlot();
std::string GetGamePrefix(const ParamSFOData &paramSFO);
// Run the various actions directly.
void SaveSlot(const Path &gameFilename, int slot, Callback callback);
void LoadSlot(const Path &gameFilename, int slot, Callback callback);
bool UndoSaveSlot(const Path &gameFilename, int slot);
bool UndoLastSave(const Path &gameFilename);
bool UndoLoad(const Path &gameFilename, Callback callback);
void DeleteSlot(const Path &gameFilename, int slot);
void SaveSlot(std::string_view gamePrefix, int slot, Callback callback);
void LoadSlot(std::string_view gamePrefix, int slot, Callback callback);
bool UndoSaveSlot(std::string_view gamePrefix, int slot);
bool UndoLastSave(std::string_view gamePrefix);
bool UndoLoad(std::string_view gamePrefix, Callback callback);
void DeleteSlot(std::string_view gamePrefix, int slot);
// This will rescan the save state directory for files associated with the specified game.
// Note that when we have many save states, this is really important on Android.
void Rescan(std::string_view gamePrefix);
// Checks whether there's an existing save in the specified slot.
bool HasSaveInSlot(const Path &gameFilename, int slot);
bool HasUndoSaveInSlot(const Path &gameFilename, int slot);
bool HasUndoLastSave(const Path &gameFilename);
bool HasUndoLoad(const Path &gameFilename);
bool HasScreenshotInSlot(const Path &gameFilename, int slot);
bool HasSaveInSlot(std::string_view gamePrefix, int slot);
bool HasUndoSaveInSlot(std::string_view gamePrefix, int slot);
bool HasUndoLastSave(std::string_view gamePrefix);
bool HasUndoLoad(std::string_view gamePrefix);
bool HasScreenshotInSlot(std::string_view gamePrefix, int slot);
// Just returns the current slot from config.
int GetCurrentSlot();
// Returns -1 if there's no oldest/newest slot.
int GetNewestSlot(const Path &gameFilename);
int GetOldestSlot(const Path &gameFilename);
int GetNewestSlot(std::string_view gamePrefix);
int GetOldestSlot(std::string_view gamePrefix);
std::string GetSlotDateAsString(const Path &gameFilename, int slot);
Path GenerateSaveSlotFilename(const Path &gameFilename, int slot, const char *extension);
std::string GetSlotDateAsString(std::string_view gamePrefix, int slot);
Path GenerateSaveSlotFilename(std::string_view gamePrefix, int slot, const char *extension);
std::string GetTitle(const Path &filename);
+2 -2
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@@ -168,13 +168,13 @@ static void SaveStateActionFinished(SaveState::Status status, std::string_view m
void MainWindow::qlstateAct()
{
Path gamePath = PSP_CoreParameter().fileToStart;
SaveState::LoadSlot(gamePath, 0, SaveStateActionFinished);
SaveState::LoadSlot(SaveState::GetGamePrefix(g_paramSFO), 0, SaveStateActionFinished);
}
void MainWindow::qsstateAct()
{
Path gamePath = PSP_CoreParameter().fileToStart;
SaveState::SaveSlot(gamePath, 0, SaveStateActionFinished);
SaveState::SaveSlot(SaveState::GetGamePrefix(g_paramSFO), 0, SaveStateActionFinished);
}
void MainWindow::lstateAct()
+12 -8
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@@ -821,12 +821,12 @@ void EmuScreen::onVKey(VirtKey virtualKeyCode, bool down) {
case VIRTKEY_SAVE_STATE:
if (down && !Achievements::WarnUserIfHardcoreModeActive(true) && !NetworkWarnUserIfOnlineAndCantSavestate() && !bootPending_) {
SaveState::SaveSlot(gamePath_, g_Config.iCurrentStateSlot, &AfterSaveStateAction);
SaveState::SaveSlot(SaveState::GetGamePrefix(g_paramSFO), g_Config.iCurrentStateSlot, &AfterSaveStateAction);
}
break;
case VIRTKEY_LOAD_STATE:
if (down && !Achievements::WarnUserIfHardcoreModeActive(false) && !NetworkWarnUserIfOnlineAndCantSavestate() && !bootPending_) {
SaveState::LoadSlot(gamePath_, g_Config.iCurrentStateSlot, &AfterSaveStateAction);
SaveState::LoadSlot(SaveState::GetGamePrefix(g_paramSFO), g_Config.iCurrentStateSlot, &AfterSaveStateAction);
}
break;
case VIRTKEY_PREVIOUS_SLOT:
@@ -1481,9 +1481,11 @@ void EmuScreen::update() {
if (saveStateSlot_ != currentSlot) {
saveStateSlot_ = currentSlot;
const std::string gamePrefix = SaveState::GetGamePrefix(g_paramSFO);
Path fn;
if (SaveState::HasSaveInSlot(gamePath_, currentSlot)) {
fn = SaveState::GenerateSaveSlotFilename(gamePath_, currentSlot, SaveState::SCREENSHOT_EXTENSION);
if (SaveState::HasSaveInSlot(gamePrefix, currentSlot)) {
fn = SaveState::GenerateSaveSlotFilename(gamePrefix, currentSlot, SaveState::SCREENSHOT_EXTENSION);
}
saveStatePreview_->SetFilename(fn);
@@ -2035,23 +2037,25 @@ void EmuScreen::AutoLoadSaveState() {
int autoSlot = -1;
std::string gamePrefix = SaveState::GetGamePrefix(g_paramSFO);
//check if save state has save, if so, load
switch (g_Config.iAutoLoadSaveState) {
case (int)AutoLoadSaveState::OFF: // "AutoLoad Off"
return;
case (int)AutoLoadSaveState::OLDEST: // "Oldest Save"
autoSlot = SaveState::GetOldestSlot(gamePath_);
autoSlot = SaveState::GetOldestSlot(gamePrefix);
break;
case (int)AutoLoadSaveState::NEWEST: // "Newest Save"
autoSlot = SaveState::GetNewestSlot(gamePath_);
autoSlot = SaveState::GetNewestSlot(gamePrefix);
break;
default: // try the specific save state slot specified
autoSlot = (SaveState::HasSaveInSlot(gamePath_, g_Config.iAutoLoadSaveState - 3)) ? (g_Config.iAutoLoadSaveState - 3) : -1;
autoSlot = (SaveState::HasSaveInSlot(gamePrefix, g_Config.iAutoLoadSaveState - 3)) ? (g_Config.iAutoLoadSaveState - 3) : -1;
break;
}
if (g_Config.iAutoLoadSaveState && autoSlot != -1) {
SaveState::LoadSlot(gamePath_, autoSlot, [this, autoSlot](SaveState::Status status, std::string_view message) {
SaveState::LoadSlot(gamePrefix, autoSlot, [this, autoSlot](SaveState::Status status, std::string_view message) {
AfterSaveStateAction(status, message);
auto sy = GetI18NCategory(I18NCat::SYSTEM);
std::string msg = std::string(sy->T("Auto Load Savestate")) + ": " + StringFromFormat("%d", autoSlot);
+27 -25
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@@ -78,8 +78,8 @@ static void AfterSaveStateAction(SaveState::Status status, std::string_view mess
class ScreenshotViewScreen : public UI::PopupScreen {
public:
ScreenshotViewScreen(const Path &filename, std::string title, int slot, Path gamePath)
: PopupScreen(title), filename_(filename), slot_(slot), gamePath_(gamePath), title_(title) {} // PopupScreen will translate Back on its own
ScreenshotViewScreen(const Path &screenshotFilename, std::string_view saveStatePrefix, std::string_view title, int slot, Path gamePath)
: PopupScreen(title), screenshotFilename_(screenshotFilename), saveStatePrefix_(saveStatePrefix), slot_(slot), gamePath_(gamePath), title_(title) {} // PopupScreen will translate Back on its own
int GetSlot() const {
return slot_;
@@ -100,7 +100,7 @@ protected:
ScrollView *scroll = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, 1.0f));
LinearLayout *content = new LinearLayout(ORIENT_VERTICAL);
Margins contentMargins(10, 0);
content->Add(new AsyncImageFileView(filename_, IS_KEEP_ASPECT, new LinearLayoutParams(480, 272, contentMargins)))->SetCanBeFocused(false);
content->Add(new AsyncImageFileView(screenshotFilename_, IS_KEEP_ASPECT, new LinearLayoutParams(480, 272, contentMargins)))->SetCanBeFocused(false);
GridLayoutSettings gridsettings(240, 64, 5);
gridsettings.fillCells = true;
@@ -108,7 +108,7 @@ protected:
Choice *back = new Choice(di->T("Back"));
const bool hasUndo = SaveState::HasUndoSaveInSlot(gamePath_, slot_);
const bool hasUndo = SaveState::HasUndoSaveInSlot(saveStatePrefix_, slot_);
const bool undoEnabled = g_Config.bEnableStateUndo;
Choice *undoButton = nullptr;
@@ -138,8 +138,9 @@ private:
void OnUndoState(UI::EventParams &e);
void OnDeleteState(UI::EventParams &e);
Path filename_;
Path screenshotFilename_;
Path gamePath_;
std::string saveStatePrefix_;
std::string title_;
int slot_;
};
@@ -147,7 +148,7 @@ private:
void ScreenshotViewScreen::OnSaveState(UI::EventParams &e) {
if (!NetworkWarnUserIfOnlineAndCantSavestate()) {
g_Config.iCurrentStateSlot = slot_;
SaveState::SaveSlot(gamePath_, slot_, &AfterSaveStateAction);
SaveState::SaveSlot(saveStatePrefix_, slot_, &AfterSaveStateAction);
TriggerFinish(DR_OK); //OK will close the pause screen as well
}
}
@@ -155,14 +156,14 @@ void ScreenshotViewScreen::OnSaveState(UI::EventParams &e) {
void ScreenshotViewScreen::OnLoadState(UI::EventParams &e) {
if (!NetworkWarnUserIfOnlineAndCantSavestate()) {
g_Config.iCurrentStateSlot = slot_;
SaveState::LoadSlot(gamePath_, slot_, &AfterSaveStateAction);
SaveState::LoadSlot(saveStatePrefix_, slot_, &AfterSaveStateAction);
TriggerFinish(DR_OK);
}
}
void ScreenshotViewScreen::OnUndoState(UI::EventParams &e) {
if (!NetworkWarnUserIfOnlineAndCantSavestate()) {
SaveState::UndoSaveSlot(gamePath_, slot_);
SaveState::UndoSaveSlot(saveStatePrefix_, slot_);
TriggerFinish(DR_CANCEL);
}
}
@@ -180,7 +181,7 @@ void ScreenshotViewScreen::OnDeleteState(UI::EventParams &e) {
screenManager()->push(new UI::MessagePopupScreen(title, message, di->T("Delete"), di->T("Cancel"), [=](bool result) {
if (result) {
SaveState::DeleteSlot(gamePath_, slot_);
SaveState::DeleteSlot(saveStatePrefix_, slot_);
TriggerFinish(DR_CANCEL);
}
}));
@@ -188,7 +189,7 @@ void ScreenshotViewScreen::OnDeleteState(UI::EventParams &e) {
class SaveSlotView : public UI::LinearLayout {
public:
SaveSlotView(const Path &gamePath, int slot, UI::LayoutParams *layoutParams = nullptr);
SaveSlotView(std::string_view saveStatePrefix, int slot, UI::LayoutParams *layoutParams = nullptr);
void GetContentDimensions(const UIContext &dc, float &w, float &h) const override {
w = 500; h = 90;
@@ -205,7 +206,7 @@ public:
}
std::string GetScreenshotTitle() const {
return SaveState::GetSlotDateAsString(gamePath_, slot_);
return SaveState::GetSlotDateAsString(saveStatePrefix_, slot_);
}
UI::Event OnStateLoaded;
@@ -221,14 +222,14 @@ private:
UI::Button *loadStateButton_ = nullptr;
int slot_;
Path gamePath_;
std::string saveStatePrefix_;
Path screenshotFilename_;
};
SaveSlotView::SaveSlotView(const Path &gameFilename, int slot, UI::LayoutParams *layoutParams) : UI::LinearLayout(ORIENT_HORIZONTAL, layoutParams), slot_(slot), gamePath_(gameFilename) {
SaveSlotView::SaveSlotView(std::string_view saveStatePrefix, int slot, UI::LayoutParams *layoutParams) : UI::LinearLayout(ORIENT_HORIZONTAL, layoutParams), slot_(slot), saveStatePrefix_(saveStatePrefix) {
using namespace UI;
screenshotFilename_ = SaveState::GenerateSaveSlotFilename(gamePath_, slot, SaveState::SCREENSHOT_EXTENSION);
screenshotFilename_ = SaveState::GenerateSaveSlotFilename(saveStatePrefix_, slot, SaveState::SCREENSHOT_EXTENSION);
std::string number = StringFromFormat("%d", slot + 1);
Add(new Spacer(5));
@@ -263,13 +264,13 @@ SaveSlotView::SaveSlotView(const Path &gameFilename, int slot, UI::LayoutParams
OnScreenshotClicked.Trigger(e);
});
if (SaveState::HasSaveInSlot(gamePath_, slot)) {
if (SaveState::HasSaveInSlot(saveStatePrefix_, slot)) {
if (!Achievements::HardcoreModeActive()) {
loadStateButton_ = buttons->Add(new Button(pa->T("Load State"), new LinearLayoutParams(0.0, Gravity::G_VCENTER)));
loadStateButton_->OnClick.Handle(this, &SaveSlotView::OnLoadState);
}
std::string dateStr = SaveState::GetSlotDateAsString(gamePath_, slot_);
std::string dateStr = SaveState::GetSlotDateAsString(saveStatePrefix_, slot_);
if (!dateStr.empty()) {
TextView *dateView = new TextView(dateStr, new LinearLayoutParams(0.0, Gravity::G_VCENTER));
dateView->SetSmall(true);
@@ -291,7 +292,7 @@ void SaveSlotView::Draw(UIContext &dc) {
void SaveSlotView::OnLoadState(UI::EventParams &e) {
if (!NetworkWarnUserIfOnlineAndCantSavestate()) {
g_Config.iCurrentStateSlot = slot_;
SaveState::LoadSlot(gamePath_, slot_, &AfterSaveStateAction);
SaveState::LoadSlot(saveStatePrefix_, slot_, &AfterSaveStateAction);
UI::EventParams e2{};
e2.v = this;
OnStateLoaded.Trigger(e2);
@@ -301,7 +302,7 @@ void SaveSlotView::OnLoadState(UI::EventParams &e) {
void SaveSlotView::OnSaveState(UI::EventParams &e) {
if (!NetworkWarnUserIfOnlineAndCantSavestate()) {
g_Config.iCurrentStateSlot = slot_;
SaveState::SaveSlot(gamePath_, slot_, &AfterSaveStateAction);
SaveState::SaveSlot(saveStatePrefix_, slot_, &AfterSaveStateAction);
UI::EventParams e2{};
e2.v = this;
OnStateSaved.Trigger(e2);
@@ -342,6 +343,7 @@ GamePauseScreen::GamePauseScreen(const Path &filename, bool bootPending)
// So we can tell if something blew up while on the pause screen.
std::string assertStr = "PauseScreen: " + filename.GetFilename();
SetExtraAssertInfo(assertStr.c_str());
saveStatePrefix_ = SaveState::GetGamePrefix(g_paramSFO);
}
GamePauseScreen::~GamePauseScreen() {
@@ -373,17 +375,17 @@ void GamePauseScreen::CreateSavestateControls(UI::LinearLayout *leftColumnItems)
leftColumnItems->SetSpacing(10.0);
for (int i = 0; i < Config::iSaveStateSlotCount; i++) {
SaveSlotView *slot = leftColumnItems->Add(new SaveSlotView(gamePath_, i, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, Gravity::G_HCENTER, Margins(0,0,0,0))));
SaveSlotView *slot = leftColumnItems->Add(new SaveSlotView(saveStatePrefix_, i, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT, Gravity::G_HCENTER, Margins(0,0,0,0))));
slot->OnStateLoaded.Handle(this, &GamePauseScreen::OnState);
slot->OnStateSaved.Handle(this, &GamePauseScreen::OnState);
slot->OnScreenshotClicked.Add([this](UI::EventParams &e) {
SaveSlotView *v = static_cast<SaveSlotView *>(e.v);
int slot = v->GetSlot();
g_Config.iCurrentStateSlot = v->GetSlot();
if (SaveState::HasSaveInSlot(gamePath_, slot)) {
if (SaveState::HasSaveInSlot(saveStatePrefix_, slot)) {
Path fn = v->GetScreenshotFilename();
std::string title = v->GetScreenshotTitle();
Screen *screen = new ScreenshotViewScreen(fn, title, v->GetSlot(), gamePath_);
Screen *screen = new ScreenshotViewScreen(fn, saveStatePrefix_, title, v->GetSlot(), gamePath_);
screenManager()->push(screen);
}
});
@@ -398,11 +400,11 @@ void GamePauseScreen::CreateSavestateControls(UI::LinearLayout *leftColumnItems)
LinearLayout *buttonRow = leftColumnItems->Add(new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(Margins(10, 0, 0, 0))));
if (g_Config.bEnableStateUndo && !Achievements::HardcoreModeActive() && NetworkAllowSaveState()) {
UI::Choice *loadUndoButton = buttonRow->Add(new Choice(pa->T("Undo last load"), ImageID("I_NAVIGATE_BACK")));
loadUndoButton->SetEnabled(SaveState::HasUndoLoad(gamePath_));
loadUndoButton->SetEnabled(SaveState::HasUndoLoad(saveStatePrefix_));
loadUndoButton->OnClick.Handle(this, &GamePauseScreen::OnLoadUndo);
UI::Choice *saveUndoButton = buttonRow->Add(new Choice(pa->T("Undo last save"), ImageID("I_NAVIGATE_BACK")));
saveUndoButton->SetEnabled(SaveState::HasUndoLastSave(gamePath_));
saveUndoButton->SetEnabled(SaveState::HasUndoLastSave(saveStatePrefix_));
saveUndoButton->OnClick.Handle(this, &GamePauseScreen::OnLastSaveUndo);
}
@@ -821,13 +823,13 @@ void GamePauseScreen::OnRewind(UI::EventParams &e) {
}
void GamePauseScreen::OnLoadUndo(UI::EventParams &e) {
SaveState::UndoLoad(gamePath_, &AfterSaveStateAction);
SaveState::UndoLoad(saveStatePrefix_, &AfterSaveStateAction);
TriggerFinish(DR_CANCEL);
}
void GamePauseScreen::OnLastSaveUndo(UI::EventParams &e) {
SaveState::UndoLastSave(gamePath_);
SaveState::UndoLastSave(saveStatePrefix_);
RecreateViews();
}
+2
View File
@@ -75,6 +75,8 @@ private:
bool lastDNSConfigLoaded_ = false;
bool bootPending_ = false;
std::string saveStatePrefix_;
};
std::string GetConfirmExitMessage();
+4 -4
View File
@@ -613,7 +613,7 @@ namespace MainWindow {
case ID_FILE_QUICKLOADSTATE:
if (!Achievements::WarnUserIfHardcoreModeActive(false) && !NetworkWarnUserIfOnlineAndCantSavestate()) {
SetCursor(LoadCursor(0, IDC_WAIT));
SaveState::LoadSlot(PSP_CoreParameter().fileToStart, g_Config.iCurrentStateSlot, SaveStateActionFinished);
SaveState::LoadSlot(SaveState::GetGamePrefix(g_paramSFO), g_Config.iCurrentStateSlot, SaveStateActionFinished);
}
break;
@@ -622,7 +622,7 @@ namespace MainWindow {
if (!Achievements::WarnUserIfHardcoreModeActive(false) && !NetworkWarnUserIfOnlineAndCantSavestate()) {
if (!KeyMap::PspButtonHasMappings(VIRTKEY_LOAD_STATE)) {
SetCursor(LoadCursor(0, IDC_WAIT));
SaveState::LoadSlot(PSP_CoreParameter().fileToStart, g_Config.iCurrentStateSlot, SaveStateActionFinished);
SaveState::LoadSlot(SaveState::GetGamePrefix(g_paramSFO), g_Config.iCurrentStateSlot, SaveStateActionFinished);
}
}
break;
@@ -631,7 +631,7 @@ namespace MainWindow {
{
if (!Achievements::WarnUserIfHardcoreModeActive(true) && !NetworkWarnUserIfOnlineAndCantSavestate()) {
SetCursor(LoadCursor(0, IDC_WAIT));
SaveState::SaveSlot(PSP_CoreParameter().fileToStart, g_Config.iCurrentStateSlot, SaveStateActionFinished);
SaveState::SaveSlot(SaveState::GetGamePrefix(g_paramSFO), g_Config.iCurrentStateSlot, SaveStateActionFinished);
}
break;
}
@@ -642,7 +642,7 @@ namespace MainWindow {
if (!KeyMap::PspButtonHasMappings(VIRTKEY_SAVE_STATE))
{
SetCursor(LoadCursor(0, IDC_WAIT));
SaveState::SaveSlot(PSP_CoreParameter().fileToStart, g_Config.iCurrentStateSlot, SaveStateActionFinished);
SaveState::SaveSlot(SaveState::GetGamePrefix(g_paramSFO), g_Config.iCurrentStateSlot, SaveStateActionFinished);
break;
}
}