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https://github.com/libretro/scummvm.git
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286 lines
8.6 KiB
C++
286 lines
8.6 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef COMMON_SAVEFILE_H
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#define COMMON_SAVEFILE_H
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#include "common/noncopyable.h"
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#include "common/scummsys.h"
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#include "common/stream.h"
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#include "common/str-array.h"
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#include "common/error.h"
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namespace Common {
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/**
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* @defgroup common_savefile Save files
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* @ingroup common
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*
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* @brief API for managing save files.
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*
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* @{
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*/
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/**
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* A class which allows game engines to load game state data.
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* This typically means "save games", but also includes things like the
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* IQ points in Indy3.
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*/
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typedef SeekableReadStream InSaveFile;
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/**
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* A class which allows game engines to save game state data.
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* That typically means "save games", but also includes things like the
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* IQ points in Indy3.
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*/
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class OutSaveFile: public SeekableWriteStream {
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protected:
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WriteStream *_wrapped; /*!< @todo Doc required. */
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public:
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OutSaveFile(WriteStream *w); /*!< Create an OutSaveFile that uses the given WriteStream to write the data. */
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virtual ~OutSaveFile();
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/**
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* Return true if an I/O failure occurred.
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* This flag is never cleared automatically. In order to clear it,
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* you must call clearErr() explicitly.
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*/
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bool err() const override;
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/**
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* Reset the I/O error status as returned by err().
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*/
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void clearErr() override;
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/**
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* Finalize and close this stream. To be called right before this
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* stream instance is deleted. The goal here is to enable calling
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* code to detect and handle I/O errors which might occur when
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* closing (and flushing, if buffered) the stream.
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*
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* After this method has been called, no further writes may be
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* performed on the stream. Calling err() is allowed.
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*
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* By default, this just flushes the stream.
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*/
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void finalize() override;
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/**
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* Commit any buffered data to the underlying channel or
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* storage medium. Unbuffered streams can use the default
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* implementation
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*/
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bool flush() override;
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/**
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* Write data into the stream.
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*
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* @param dataPtr Pointer to the data to be written.
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* @param dataSize Number of bytes to be written.
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*/
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uint32 write(const void *dataPtr, uint32 dataSize) override;
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/**
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* Obtain the current value of the stream position indicator of the
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* stream.
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*
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* @return The current position indicator, or -1 if an error occurred.
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*/
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int64 pos() const override;
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/**
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* Seeks to a new position within the file.
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* This is only supported when creating uncompressed save files.
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*/
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bool seek(int64 offset, int whence) override;
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/**
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* Returns the size of the save file
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* This is only supported when creating uncompressed save files.
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*/
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int64 size() const override;
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};
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/**
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* The SaveFileManager serves as a factory for InSaveFile
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* and OutSaveFile objects.
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*
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* Engines and other code should use SaveFiles whenever they need to
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* store data that they need to retrieve again later on --
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* i.e. typically save states, but also configuration files and similar
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* objects.
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*
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* Save file names represent SaveFiles. These names are case insensitive. That
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* means a name of "Kq1.000" represents the same save file as "kq1.000". In
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* addition, SaveFileManager does not allow for names that contain path
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* separators like '/' or '\'. This is because directories are not supported
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* in SaveFileManager.
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*
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* While not declared as a singleton, it is effectively used as such,
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* with OSystem::getSavefileManager returning a pointer to single
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* SaveFileManager instances to be used.
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*/
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class SaveFileManager : NonCopyable {
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protected:
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Error _error; /*!< Error code. */
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String _errorDesc; /*!< Description of an error. */
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/**
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* Set some information about the last error that occurred.
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* @param error Code identifying the last error.
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* @param errorDesc String describing the last error.
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*/
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virtual void setError(Error error, const String &errorDesc) { _error = error; _errorDesc = errorDesc; }
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public:
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virtual ~SaveFileManager() {}
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/**
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* Clear the last set error code and string.
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*/
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virtual void clearError() { _error = kNoError; _errorDesc.clear(); }
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/**
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* Return the last occurred error code. If none occurred, return kNoError.
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*
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* @return A value indicating the type of the last error.
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*/
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virtual Error getError() { return _error; }
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/**
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* Return the last occurred error description. If none occurred, return 0.
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*
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* @return A string describing the last error.
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*/
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virtual String getErrorDesc() { return _errorDesc; }
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/**
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* Return the last occurred error description. If none occurred, return 0.
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* Also, clear the last error state and description.
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*
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* @return A string describing the last error.
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*/
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virtual String popErrorDesc();
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/**
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* Open the save file with the specified @p name in the given directory for
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* saving.
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*
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* Saved games are compressed by default, and engines are expected to
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* always write compressed saves.
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*
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* A notable exception is when uncompressed files are needed for
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* compatibility with games not supported by ScummVM, such as character
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* exports from the Quest for Glory series. QfG5 is a 3D game and will not be
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* supported by ScummVM.
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*
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* @param name Name of the save file.
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* @param compress Whether to compress the resulting save file (default) or not.
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*
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* @return Pointer to an OutSaveFile, or NULL if an error occurred.
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*/
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virtual OutSaveFile *openForSaving(const String &name, bool compress = true) = 0;
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/**
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* Open the file with the specified @p name in the given directory for loading.
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*
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* @param name Name of the save file.
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* @return Pointer to an InSaveFile, or NULL if an error occurred.
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*/
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virtual InSaveFile *openForLoading(const String &name) = 0;
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/**
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* Open the file with the specified name in the given directory for loading.
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* In contrast to openForLoading(), it returns a raw file instead of unpacked.
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*
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* @param name Name of the save file.
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* @return Pointer to an InSaveFile, or NULL if an error occurred.
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*/
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virtual InSaveFile *openRawFile(const String &name) = 0;
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/**
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* Remove the given save file from the system.
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*
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* @param name Name of the save file to be removed.
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* @return True if no error occurred, false otherwise.
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*/
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virtual bool removeSavefile(const String &name) = 0;
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/**
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* Rename the given save file.
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*
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* @param oldName Old name.
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* @param newName New name.
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* @param compress Whether to compress the resulting save file (default) or not.
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*
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* @return True if no error occurred, false otherwise.
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*/
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virtual bool renameSavefile(const String &oldName, const String &newName, bool compress = true);
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/**
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* Copy the given save file.
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*
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* @param oldName Old name.
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* @param newName New name.
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* @param compress Whether to compress the resulting save file (default) or not.
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*
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* @return true if no error occurred. false otherwise.
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*/
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virtual bool copySavefile(const String &oldName, const String &newName, bool compress = true);
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/**
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* List available save files matching a given pattern.
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*
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* The pattern format is based on DOS patterns, also known as "glob" in the
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* POSIX world. Refer to the Common::matchString() function for information
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* about the precise pattern format.
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*
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* @param pattern Pattern to match. Wildcards like * or ? are allowed.
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* @return List of strings for all present file names.
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* @sa Common::matchString()
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*/
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virtual StringArray listSavefiles(const String &pattern) = 0;
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/**
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* Refresh the save files list (because some new files might have been added)
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* and remember the "locked" files list. These files cannot be used
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* for saving or loading because they are being synced by CloudManager.
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*/
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virtual void updateSavefilesList(StringArray &lockedFiles) = 0;
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/**
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* Checks if the savefile exists.
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*
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* @param name Name of the save file.
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*
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* @return true if the file exists. false otherwise.
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*/
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virtual bool exists(const String &name) = 0;
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};
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/** @} */
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} // End of namespace Common
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#endif
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