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SWORD25: Added some FIXMEs in the save game and thumbnail code
Also, translated some comments
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@ -133,18 +133,26 @@ struct PersistenceService::Impl {
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}
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void reloadSlots() {
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// Über alle Spielstanddateien iterieren und deren Infos einlesen.
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// Iterate through all the saved games, and read their thumbnails.
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for (uint i = 0; i < SLOT_COUNT; ++i) {
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readSlotSavegameInformation(i);
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// TODO: This function is supposed to load savegame screenshots
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// into an appropriate array (or the header struct of each saved
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// game). Currently, it's a stub. For each slot, we should skip
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// the header plus gameDataLength bytes and read the screenshot
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// data. Then, these screenshots should be used for the save list
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// screen. The thumbnail code seems to be missing completely,
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// though (unless I'm mistaken), so these thumbnails aren't used
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// anywhere currently.
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}
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}
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void readSlotSavegameInformation(uint slotID) {
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// Aktuelle Slotinformationen in den Ausgangszustand versetzen, er wird im Folgenden neu gefüllt.
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// Get the information corresponding to the requested save slot.
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SavegameInformation &curSavegameInfo = _savegameInformations[slotID];
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curSavegameInfo.clear();
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// Den Dateinamen für den Spielstand des Slots generieren.
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// Generate the save slot file name.
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Common::String filename = generateSavegameFilename(slotID);
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// Try to open the savegame for loading
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@ -163,16 +171,17 @@ struct PersistenceService::Impl {
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// If the header can be read in and is detected to be valid, we will have a valid file
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if (storedMarker == FILE_MARKER) {
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// Der Slot wird als belegt markiert.
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// The slot is marked as occupied.
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curSavegameInfo.isOccupied = true;
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// Speichern, ob der Spielstand kompatibel mit der aktuellen Engine-Version ist.
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// Check if the saved game is compatible with the current engine version.
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curSavegameInfo.isCompatible = (storedVersionID == Common::String(VERSIONID));
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// Dateinamen des Spielstandes speichern.
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curSavegameInfo.filename = generateSavegameFilename(slotID);
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// Die Beschreibung des Spielstandes besteht aus einer textuellen Darstellung des Änderungsdatums der Spielstanddatei.
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// Store the save game name - FIXME: Why is this needed?
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curSavegameInfo.filename = filename;
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// Load the save game description.
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curSavegameInfo.description = gameDescription;
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// Den Offset zu den gespeicherten Spieldaten innerhalb der Datei speichern.
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// Dieses entspricht der aktuellen Position, da nach der letzten Headerinformation noch ein Leerzeichen als trenner folgt.
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// The offset to the stored save game data within the file.
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// This reflects the current position, as the header information
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// is still followed by a space as separator.
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curSavegameInfo.gamedataOffset = static_cast<uint>(file->pos());
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}
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