scummvm/common/savefile.h
2021-05-04 11:46:30 +03:00

266 lines
8.2 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef COMMON_SAVEFILE_H
#define COMMON_SAVEFILE_H
#include "common/noncopyable.h"
#include "common/scummsys.h"
#include "common/stream.h"
#include "common/str-array.h"
#include "common/error.h"
namespace Common {
/**
* @defgroup common_savefile Save files
* @ingroup common
*
* @brief API for managing save files.
*
* @{
*/
/**
* A class which allows game engines to load game state data.
* This typically means "save games", but also includes things like the
* IQ points in Indy3.
*/
typedef SeekableReadStream InSaveFile;
/**
* A class which allows game engines to save game state data.
* That typically means "save games", but also includes things like the
* IQ points in Indy3.
*/
class OutSaveFile: public WriteStream {
protected:
WriteStream *_wrapped; /*!< @todo Doc required. */
public:
OutSaveFile(WriteStream *w); /*!< Create an OutSaveFile that uses the given WriteStream to write the data. */
virtual ~OutSaveFile();
/**
* Return true if an I/O failure occurred.
* This flag is never cleared automatically. In order to clear it,
* you must call clearErr() explicitly.
*/
virtual bool err() const;
/**
* Reset the I/O error status as returned by err().
*/
virtual void clearErr();
/**
* Finalize and close this stream. To be called right before this
* stream instance is deleted. The goal here is to enable calling
* code to detect and handle I/O errors which might occur when
* closing (and flushing, if buffered) the stream.
*
* After this method has been called, no further writes may be
* performed on the stream. Calling err() is allowed.
*
* By default, this just flushes the stream.
*/
virtual void finalize();
/**
* Commit any buffered data to the underlying channel or
* storage medium. Unbuffered streams can use the default
* implementation
*/
virtual bool flush();
/**
* Write data into the stream.
*
* @param dataPtr Pointer to the data to be written.
* @param dataSize Number of bytes to be written.
*/
virtual uint32 write(const void *dataPtr, uint32 dataSize);
/**
* Obtain the current value of the stream position indicator of the
* stream.
*
* @return The current position indicator, or -1 if an error occurred.
*/
virtual int32 pos() const;
};
/**
* The SaveFileManager serves as a factory for InSaveFile
* and OutSaveFile objects.
*
* Engines and other code should use SaveFiles whenever they need to
* store data that they need to retrieve again later on --
* i.e. typically save states, but also configuration files and similar
* objects.
*
* Save file names represent SaveFiles. These names are case insensitive. That
* means a name of "Kq1.000" represents the same save file as "kq1.000". In
* addition, SaveFileManager does not allow for names that contain path
* separators like '/' or '\'. This is because directories are not supported
* in SaveFileManager.
*
* While not declared as a singleton, it is effectively used as such,
* with OSystem::getSavefileManager returning a pointer to single
* SaveFileManager instances to be used.
*/
class SaveFileManager : NonCopyable {
protected:
Error _error; /*!< Error code. */
String _errorDesc; /*!< Description of an error. */
/**
* Set some information about the last error that occurred.
* @param error Code identifying the last error.
* @param errorDesc String describing the last error.
*/
virtual void setError(Error error, const String &errorDesc) { _error = error; _errorDesc = errorDesc; }
public:
virtual ~SaveFileManager() {}
/**
* Clear the last set error code and string.
*/
virtual void clearError() { _error = kNoError; _errorDesc.clear(); }
/**
* Return the last occurred error code. If none occurred, return kNoError.
*
* @return A value indicating the type of the last error.
*/
virtual Error getError() { return _error; }
/**
* Return the last occurred error description. If none occurred, return 0.
*
* @return A string describing the last error.
*/
virtual String getErrorDesc() { return _errorDesc; }
/**
* Return the last occurred error description. If none occurred, return 0.
* Also, clear the last error state and description.
*
* @return A string describing the last error.
*/
virtual String popErrorDesc();
/**
* Open the save file with the specified @p name in the given directory for
* saving.
*
* Saved games are compressed by default, and engines are expected to
* always write compressed saves.
*
* A notable exception is when uncompressed files are needed for
* compatibility with games not supported by ScummVM, such as character
* exports from the Quest for Glory series. QfG5 is a 3D game and will not be
* supported by ScummVM.
*
* @param name Name of the save file.
* @param compress Whether to compress the resulting save file (default) or not.
*
* @return Pointer to an OutSaveFile, or NULL if an error occurred.
*/
virtual OutSaveFile *openForSaving(const String &name, bool compress = true) = 0;
/**
* Open the file with the specified @p name in the given directory for loading.
*
* @param name Name of the save file.
* @return Pointer to an InSaveFile, or NULL if an error occurred.
*/
virtual InSaveFile *openForLoading(const String &name) = 0;
/**
* Open the file with the specified name in the given directory for loading.
* In contrast to openForLoading(), it returns a raw file instead of unpacked.
*
* @param name Name of the save file.
* @return Pointer to an InSaveFile, or NULL if an error occurred.
*/
virtual InSaveFile *openRawFile(const String &name) = 0;
/**
* Remove the given save file from the system.
*
* @param name Name of the save file to be removed.
* @return True if no error occurred, false otherwise.
*/
virtual bool removeSavefile(const String &name) = 0;
/**
* Rename the given save file.
*
* @param oldName Old name.
* @param newName New name.
* @param compress Whether to compress the resulting save file (default) or not.
*
* @return True if no error occurred, false otherwise.
*/
virtual bool renameSavefile(const String &oldName, const String &newName, bool compress = true);
/**
* Copy the given save file.
*
* @param oldName Old name.
* @param newName New name.
* @param compress Whether to compress the resulting save file (default) or not.
*
* @return true if no error occurred. false otherwise.
*/
virtual bool copySavefile(const String &oldName, const String &newName, bool compress = true);
/**
* List available save files matching a given pattern.
*
* The pattern format is based on DOS patterns, also known as "glob" in the
* POSIX world. Refer to the Common::matchString() function for information
* about the precise pattern format.
*
* @param pattern Pattern to match. Wildcards like * or ? are allowed.
* @return List of strings for all present file names.
* @sa Common::matchString()
*/
virtual StringArray listSavefiles(const String &pattern) = 0;
/**
* Refresh the save files list (because some new files might have been added)
* and remember the "locked" files list. These files cannot be used
* for saving or loading because they are being synced by CloudManager.
*/
virtual void updateSavefilesList(StringArray &lockedFiles) = 0;
};
/** @} */
} // End of namespace Common
#endif