/* Macros to make the GB_gameboy_t struct more future compatible when state saving */ #ifndef save_state_h #define save_state_h #include #define GB_PADDING(type, old_usage) type old_usage##__do_not_use #ifdef __cplusplus /* For bsnes integration. C++ code does not need section information, and throws a fit over certain types such as anonymous enums inside unions */ #define GB_SECTION(name, ...) __attribute__ ((aligned (8))) __VA_ARGS__ #else #define GB_SECTION(name, ...) union __attribute__ ((aligned (8))) {uint8_t name##_section_start; struct {__VA_ARGS__};}; uint8_t name##_section_end[0] #define GB_SECTION_OFFSET(name) (offsetof(GB_gameboy_t, name##_section_start)) #define GB_SECTION_SIZE(name) (offsetof(GB_gameboy_t, name##_section_end) - offsetof(GB_gameboy_t, name##_section_start)) #define GB_GET_SECTION(gb, name) ((void*)&((gb)->name##_section_start)) #endif #define GB_aligned_double __attribute__ ((aligned (8))) double /* Public calls related to save states */ int GB_save_state(GB_gameboy_t *gb, const char *path); size_t GB_get_save_state_size(GB_gameboy_t *gb); /* Assumes buffer is big enough to contain the save state. Use with GB_get_save_state_size(). */ void GB_save_state_to_buffer(GB_gameboy_t *gb, uint8_t *buffer); int GB_load_state(GB_gameboy_t *gb, const char *path); int GB_load_state_from_buffer(GB_gameboy_t *gb, const uint8_t *buffer, size_t length); bool GB_is_save_state(const char *path); #ifdef GB_INTERNAL static inline uint32_t state_magic(void) { if (sizeof(bool) == 1) return 'SAME'; return 'S4ME'; } /* For internal in-memory save states (rewind, debugger) that do not need BESS */ internal size_t GB_get_save_state_size_no_bess(GB_gameboy_t *gb); internal void GB_save_state_to_buffer_no_bess(GB_gameboy_t *gb, uint8_t *buffer); #endif #endif /* save_state_h */