Misc: Normalize code vs serial usage

This commit is contained in:
Connor McLaughlin
2022-10-05 18:29:08 +10:00
parent 4c3a5dd4d7
commit 10f98106dd
24 changed files with 165 additions and 162 deletions

View File

@ -45,7 +45,7 @@ struct SaveStateInfo
struct ExtendedSaveStateInfo
{
std::string title;
std::string game_code;
std::string serial;
std::string media_path;
std::time_t timestamp;
@ -98,10 +98,10 @@ ConsoleRegion GetConsoleRegionForDiscRegion(DiscRegion region);
std::string GetExecutableNameForImage(CDImage* cdi);
bool ReadExecutableFromImage(CDImage* cdi, std::string* out_executable_name, std::vector<u8>* out_executable_data);
std::string GetGameHashCodeForImage(CDImage* cdi);
std::string GetGameCodeForImage(CDImage* cdi, bool fallback_to_hash);
std::string GetGameCodeForPath(const char* image_path, bool fallback_to_hash);
DiscRegion GetRegionForCode(std::string_view code);
std::string GetGameHashIdFromImage(CDImage* cdi);
std::string GetGameIdFromImage(CDImage* cdi, bool fallback_to_hash);
std::string GetGameSerialForPath(const char* image_path, bool fallback_to_hash);
DiscRegion GetRegionForSerial(std::string_view serial);
DiscRegion GetRegionFromSystemArea(CDImage* cdi);
DiscRegion GetRegionForImage(CDImage* cdi);
DiscRegion GetRegionForExe(const char* path);
@ -168,7 +168,7 @@ void FrameDone();
void IncrementInternalFrameNumber();
const std::string& GetRunningPath();
const std::string& GetRunningCode();
const std::string& GetRunningSerial();
const std::string& GetRunningTitle();
bool IsRunningBIOS();
@ -317,7 +317,7 @@ void DoFrameStep();
void DoToggleCheats();
/// Returns the path to a save state file. Specifying an index of -1 is the "resume" save state.
std::string GetGameSaveStateFileName(const std::string_view& game_code, s32 slot);
std::string GetGameSaveStateFileName(const std::string_view& serial, s32 slot);
/// Returns the path to a save state file. Specifying an index of -1 is the "resume" save state.
std::string GetGlobalSaveStateFileName(s32 slot);
@ -341,16 +341,16 @@ std::optional<ExtendedSaveStateInfo> GetUndoSaveStateInfo();
bool UndoLoadState();
/// Returns a list of save states for the specified game code.
std::vector<SaveStateInfo> GetAvailableSaveStates(const char* game_code);
std::vector<SaveStateInfo> GetAvailableSaveStates(const char* serial);
/// Returns save state info if present. If game_code is null or empty, assumes global state.
std::optional<SaveStateInfo> GetSaveStateInfo(const char* game_code, s32 slot);
/// Returns save state info if present. If serial is null or empty, assumes global state.
std::optional<SaveStateInfo> GetSaveStateInfo(const char* serial, s32 slot);
/// Returns save state info from opened save state stream.
std::optional<ExtendedSaveStateInfo> GetExtendedSaveStateInfo(const char* path);
/// Deletes save states for the specified game code. If resume is set, the resume state is deleted too.
void DeleteSaveStates(const char* game_code, bool resume);
void DeleteSaveStates(const char* serial, bool resume);
/// Returns intended output volume considering fast forwarding.
s32 GetAudioOutputVolume();