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