SaveState: Use Path instead of strings.
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8db4277e6c
commit
b74ecd5fa0
7 changed files with 49 additions and 49 deletions
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@ -397,22 +397,22 @@ namespace SaveState
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return title + " (" + filename + ")";
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}
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std::string GetTitle(const std::string &filename) {
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std::string GetTitle(const Path &filename) {
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std::string title;
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if (CChunkFileReader::GetFileTitle(Path(filename), &title) == CChunkFileReader::ERROR_NONE) {
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if (CChunkFileReader::GetFileTitle(filename, &title) == CChunkFileReader::ERROR_NONE) {
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if (title.empty()) {
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return File::GetFilename(filename);
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return filename.GetFilename();
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}
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return AppendSlotTitle(filename, title);
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return AppendSlotTitle(filename.GetFilename(), title);
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}
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// The file can't be loaded - let's note that.
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auto sy = GetI18NCategory("System");
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return File::GetFilename(filename) + " " + sy->T("(broken)");
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return filename.GetFilename() + " " + sy->T("(broken)");
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}
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Path GenerateSaveSlotFilename(const std::string &gameFilename, int slot, const char *extension)
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Path GenerateSaveSlotFilename(const Path &gameFilename, int slot, const char *extension)
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{
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std::string discId = g_paramSFO.GetValueString("DISC_ID");
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std::string discVer = g_paramSFO.GetValueString("DISC_VERSION");
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@ -437,7 +437,7 @@ namespace SaveState
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g_Config.iCurrentStateSlot = (g_Config.iCurrentStateSlot + 1) % NUM_SLOTS;
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}
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void LoadSlot(const std::string &gameFilename, int slot, Callback callback, void *cbUserData)
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void LoadSlot(const Path &gameFilename, int slot, Callback callback, void *cbUserData)
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{
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Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
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if (!fn.empty()) {
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@ -471,7 +471,7 @@ namespace SaveState
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}
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}
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void SaveSlot(const std::string &gameFilename, int slot, Callback callback, void *cbUserData)
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void SaveSlot(const Path &gameFilename, int slot, Callback callback, void *cbUserData)
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{
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Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
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Path shot = GenerateSaveSlotFilename(gameFilename, slot, SCREENSHOT_EXTENSION);
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@ -506,7 +506,7 @@ namespace SaveState
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}
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}
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bool UndoSaveSlot(const std::string &gameFilename, int slot) {
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bool UndoSaveSlot(const Path &gameFilename, int slot) {
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Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
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Path shot = GenerateSaveSlotFilename(gameFilename, slot, SCREENSHOT_EXTENSION);
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Path fnUndo = GenerateSaveSlotFilename(gameFilename, slot, UNDO_STATE_EXTENSION);
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@ -523,19 +523,19 @@ namespace SaveState
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return false;
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}
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bool HasSaveInSlot(const std::string &gameFilename, int slot)
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bool HasSaveInSlot(const Path &gameFilename, int slot)
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{
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Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
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return File::Exists(fn);
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}
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bool HasUndoSaveInSlot(const std::string &gameFilename, int slot)
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bool HasUndoSaveInSlot(const Path &gameFilename, int slot)
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{
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Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
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return File::Exists(fn.WithExtraExtension(".undo"));
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}
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bool HasScreenshotInSlot(const std::string &gameFilename, int slot)
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bool HasScreenshotInSlot(const Path &gameFilename, int slot)
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{
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Path fn = GenerateSaveSlotFilename(gameFilename, slot, SCREENSHOT_EXTENSION);
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return File::Exists(fn);
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@ -578,7 +578,7 @@ namespace SaveState
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return true;
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}
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int GetNewestSlot(const std::string &gameFilename) {
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int GetNewestSlot(const Path &gameFilename) {
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int newestSlot = -1;
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tm newestDate = {0};
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for (int i = 0; i < NUM_SLOTS; i++) {
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@ -595,7 +595,7 @@ namespace SaveState
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return newestSlot;
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}
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int GetOldestSlot(const std::string &gameFilename) {
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int GetOldestSlot(const Path &gameFilename) {
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int oldestSlot = -1;
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tm oldestDate = {0};
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for (int i = 0; i < NUM_SLOTS; i++) {
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@ -612,7 +612,7 @@ namespace SaveState
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return oldestSlot;
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}
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std::string GetSlotDateAsString(const std::string &gameFilename, int slot) {
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std::string GetSlotDateAsString(const Path &gameFilename, int slot) {
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Path fn = GenerateSaveSlotFilename(gameFilename, slot, STATE_EXTENSION);
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if (File::Exists(fn)) {
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tm time;
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@ -42,24 +42,24 @@ namespace SaveState
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// Cycle through the 5 savestate slots
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void NextSlot();
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void SaveSlot(const std::string &gameFilename, int slot, Callback callback, void *cbUserData = 0);
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void LoadSlot(const std::string &gameFilename, int slot, Callback callback, void *cbUserData = 0);
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bool UndoSaveSlot(const std::string &gameFilename, int slot);
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void SaveSlot(const Path &gameFilename, int slot, Callback callback, void *cbUserData = 0);
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void LoadSlot(const Path &gameFilename, int slot, Callback callback, void *cbUserData = 0);
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bool UndoSaveSlot(const Path &gameFilename, int slot);
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// Checks whether there's an existing save in the specified slot.
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bool HasSaveInSlot(const std::string &gameFilename, int slot);
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bool HasUndoSaveInSlot(const std::string &gameFilename, int slot);
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bool HasScreenshotInSlot(const std::string &gameFilename, int slot);
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bool HasSaveInSlot(const Path &gameFilename, int slot);
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bool HasUndoSaveInSlot(const Path &gameFilename, int slot);
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bool HasScreenshotInSlot(const Path &gameFilename, int slot);
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int GetCurrentSlot();
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// Returns -1 if there's no oldest/newest slot.
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int GetNewestSlot(const std::string &gameFilename);
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int GetOldestSlot(const std::string &gameFilename);
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int GetNewestSlot(const Path &gameFilename);
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int GetOldestSlot(const Path &gameFilename);
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std::string GetSlotDateAsString(const std::string &gameFilename, int slot);
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Path GenerateSaveSlotFilename(const std::string &gameFilename, int slot, const char *extension);
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std::string GetSlotDateAsString(const Path &gameFilename, int slot);
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Path GenerateSaveSlotFilename(const Path &gameFilename, int slot, const char *extension);
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std::string GetTitle(const std::string &filename);
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std::string GetTitle(const Path &filename);
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// Load the specified file into the current state (async.)
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// Warning: callback will be called on a different thread.
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@ -157,13 +157,13 @@ void SaveStateActionFinished(SaveState::Status status, const std::string &messag
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void MainWindow::qlstateAct()
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{
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std::string gamePath = PSP_CoreParameter().fileToStart.ToString();
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Path gamePath = PSP_CoreParameter().fileToStart;
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SaveState::LoadSlot(gamePath, 0, SaveStateActionFinished, this);
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}
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void MainWindow::qsstateAct()
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{
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std::string gamePath = PSP_CoreParameter().fileToStart.ToString();
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Path gamePath = PSP_CoreParameter().fileToStart;
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SaveState::SaveSlot(gamePath, 0, SaveStateActionFinished, this);
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}
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@ -629,10 +629,10 @@ void EmuScreen::onVKeyDown(int virtualKeyCode) {
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}
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break;
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case VIRTKEY_SAVE_STATE:
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SaveState::SaveSlot(gamePath_.ToString(), g_Config.iCurrentStateSlot, &AfterSaveStateAction);
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SaveState::SaveSlot(gamePath_, g_Config.iCurrentStateSlot, &AfterSaveStateAction);
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break;
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case VIRTKEY_LOAD_STATE:
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SaveState::LoadSlot(gamePath_.ToString(), g_Config.iCurrentStateSlot, &AfterSaveStateAction);
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SaveState::LoadSlot(gamePath_, g_Config.iCurrentStateSlot, &AfterSaveStateAction);
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break;
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case VIRTKEY_NEXT_SLOT:
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SaveState::NextSlot();
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@ -1226,8 +1226,8 @@ void EmuScreen::update() {
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saveStateSlot_ = currentSlot;
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Path fn;
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if (SaveState::HasSaveInSlot(gamePath_.ToString(), currentSlot)) {
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fn = SaveState::GenerateSaveSlotFilename(gamePath_.ToString(), currentSlot, SaveState::SCREENSHOT_EXTENSION);
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if (SaveState::HasSaveInSlot(gamePath_, currentSlot)) {
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fn = SaveState::GenerateSaveSlotFilename(gamePath_, currentSlot, SaveState::SCREENSHOT_EXTENSION);
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}
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saveStatePreview_->SetFilename(fn);
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@ -1672,18 +1672,18 @@ void EmuScreen::autoLoad() {
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case (int)AutoLoadSaveState::OFF: // "AutoLoad Off"
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return;
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case (int)AutoLoadSaveState::OLDEST: // "Oldest Save"
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autoSlot = SaveState::GetOldestSlot(gamePath_.ToString());
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autoSlot = SaveState::GetOldestSlot(gamePath_);
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break;
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case (int)AutoLoadSaveState::NEWEST: // "Newest Save"
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autoSlot = SaveState::GetNewestSlot(gamePath_.ToString());
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autoSlot = SaveState::GetNewestSlot(gamePath_);
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break;
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default: // try the specific save state slot specified
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autoSlot = (SaveState::HasSaveInSlot(gamePath_.ToString(), g_Config.iAutoLoadSaveState - 3)) ? (g_Config.iAutoLoadSaveState - 3) : -1;
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autoSlot = (SaveState::HasSaveInSlot(gamePath_, g_Config.iAutoLoadSaveState - 3)) ? (g_Config.iAutoLoadSaveState - 3) : -1;
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break;
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}
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if (g_Config.iAutoLoadSaveState && autoSlot != -1) {
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SaveState::LoadSlot(gamePath_.ToString(), autoSlot, &AfterSaveStateAction);
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SaveState::LoadSlot(gamePath_, autoSlot, &AfterSaveStateAction);
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g_Config.iCurrentStateSlot = autoSlot;
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}
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}
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@ -486,7 +486,7 @@ handleELF:
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case IdentifiedFileType::PPSSPP_SAVESTATE:
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{
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info_->SetTitle(SaveState::GetTitle(gamePath_.ToString()));
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info_->SetTitle(SaveState::GetTitle(gamePath_));
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std::lock_guard<std::mutex> guard(info_->lock);
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@ -206,7 +206,7 @@ public:
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}
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std::string GetScreenshotTitle() const {
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return SaveState::GetSlotDateAsString(gamePath_.ToString(), slot_);
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return SaveState::GetSlotDateAsString(gamePath_, slot_);
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}
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UI::Event OnStateLoaded;
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@ -229,7 +229,7 @@ private:
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SaveSlotView::SaveSlotView(const Path &gameFilename, int slot, UI::LayoutParams *layoutParams) : UI::LinearLayout(UI::ORIENT_HORIZONTAL, layoutParams), slot_(slot), gamePath_(gameFilename) {
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using namespace UI;
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screenshotFilename_ = SaveState::GenerateSaveSlotFilename(gamePath_.ToString(), slot, SaveState::SCREENSHOT_EXTENSION);
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screenshotFilename_ = SaveState::GenerateSaveSlotFilename(gamePath_, slot, SaveState::SCREENSHOT_EXTENSION);
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Add(new Spacer(5));
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AsyncImageFileView *fv = Add(new AsyncImageFileView(screenshotFilename_, IS_DEFAULT, new UI::LayoutParams(82 * 2, 47 * 2)));
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@ -246,11 +246,11 @@ SaveSlotView::SaveSlotView(const Path &gameFilename, int slot, UI::LayoutParams
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fv->OnClick.Handle(this, &SaveSlotView::OnScreenshotClick);
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if (SaveState::HasSaveInSlot(gamePath_.ToString(), slot)) {
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if (SaveState::HasSaveInSlot(gamePath_, slot)) {
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loadStateButton_ = buttons->Add(new Button(pa->T("Load State"), new LinearLayoutParams(0.0, G_VCENTER)));
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loadStateButton_->OnClick.Handle(this, &SaveSlotView::OnLoadState);
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std::string dateStr = SaveState::GetSlotDateAsString(gamePath_.ToString(), slot_);
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std::string dateStr = SaveState::GetSlotDateAsString(gamePath_, slot_);
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std::vector<std::string> dateStrs;
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SplitString(dateStr, ' ', dateStrs);
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if (!dateStrs.empty() && !dateStrs[0].empty()) {
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@ -281,7 +281,7 @@ static void AfterSaveStateAction(SaveState::Status status, const std::string &me
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UI::EventReturn SaveSlotView::OnLoadState(UI::EventParams &e) {
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g_Config.iCurrentStateSlot = slot_;
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SaveState::LoadSlot(gamePath_.ToString(), slot_, &AfterSaveStateAction);
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SaveState::LoadSlot(gamePath_, slot_, &AfterSaveStateAction);
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UI::EventParams e2{};
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e2.v = this;
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OnStateLoaded.Trigger(e2);
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@ -290,7 +290,7 @@ UI::EventReturn SaveSlotView::OnLoadState(UI::EventParams &e) {
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UI::EventReturn SaveSlotView::OnSaveState(UI::EventParams &e) {
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g_Config.iCurrentStateSlot = slot_;
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SaveState::SaveSlot(gamePath_.ToString(), slot_, &AfterSaveStateAction);
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SaveState::SaveSlot(gamePath_, slot_, &AfterSaveStateAction);
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UI::EventParams e2{};
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e2.v = this;
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OnStateSaved.Trigger(e2);
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@ -408,7 +408,7 @@ void GamePauseScreen::dialogFinished(const Screen *dialog, DialogResult dr) {
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ScreenshotViewScreen *s = (ScreenshotViewScreen *)dialog;
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int slot = s->GetSlot();
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g_Config.iCurrentStateSlot = slot;
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SaveState::LoadSlot(gamePath_.ToString(), slot, &AfterSaveStateAction);
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SaveState::LoadSlot(gamePath_, slot, &AfterSaveStateAction);
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finishNextFrame_ = true;
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} else {
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@ -421,7 +421,7 @@ UI::EventReturn GamePauseScreen::OnScreenshotClicked(UI::EventParams &e) {
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SaveSlotView *v = static_cast<SaveSlotView *>(e.v);
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int slot = v->GetSlot();
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g_Config.iCurrentStateSlot = v->GetSlot();
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if (SaveState::HasSaveInSlot(gamePath_.ToString(), slot)) {
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if (SaveState::HasSaveInSlot(gamePath_, slot)) {
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Path fn = v->GetScreenshotFilename();
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std::string title = v->GetScreenshotTitle();
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auto pa = GetI18NCategory("Pause");
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@ -681,7 +681,7 @@ namespace MainWindow {
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case ID_FILE_QUICKLOADSTATE:
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{
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SetCursor(LoadCursor(0, IDC_WAIT));
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SaveState::LoadSlot(PSP_CoreParameter().fileToStart.ToString(), g_Config.iCurrentStateSlot, SaveStateActionFinished);
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SaveState::LoadSlot(PSP_CoreParameter().fileToStart, g_Config.iCurrentStateSlot, SaveStateActionFinished);
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break;
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}
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@ -690,14 +690,14 @@ namespace MainWindow {
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if (KeyMap::g_controllerMap[VIRTKEY_LOAD_STATE].empty())
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{
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SetCursor(LoadCursor(0, IDC_WAIT));
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SaveState::LoadSlot(PSP_CoreParameter().fileToStart.ToString(), g_Config.iCurrentStateSlot, SaveStateActionFinished);
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SaveState::LoadSlot(PSP_CoreParameter().fileToStart, g_Config.iCurrentStateSlot, SaveStateActionFinished);
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}
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break;
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}
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case ID_FILE_QUICKSAVESTATE:
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{
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SetCursor(LoadCursor(0, IDC_WAIT));
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SaveState::SaveSlot(PSP_CoreParameter().fileToStart.ToString(), g_Config.iCurrentStateSlot, SaveStateActionFinished);
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SaveState::SaveSlot(PSP_CoreParameter().fileToStart, g_Config.iCurrentStateSlot, SaveStateActionFinished);
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break;
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}
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@ -706,7 +706,7 @@ namespace MainWindow {
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if (KeyMap::g_controllerMap[VIRTKEY_SAVE_STATE].empty())
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{
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SetCursor(LoadCursor(0, IDC_WAIT));
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SaveState::SaveSlot(PSP_CoreParameter().fileToStart.ToString(), g_Config.iCurrentStateSlot, SaveStateActionFinished);
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SaveState::SaveSlot(PSP_CoreParameter().fileToStart, g_Config.iCurrentStateSlot, SaveStateActionFinished);
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break;
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}
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break;
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