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