scummvm/engines/savestate.h
aryanrawlani28 4b6976c558 GUI: U32: Reduce number of files changed and fixes
Up until last commit, everything was working fine but the amount of files changed was too large. This commit tries to reduce the changes.

- Add a fake constructor to Keymap, text-to-speech, setDescription (save-state)
- Redirecting functions for PopUpWidget::appendEntry, ButtonWidget::setLabel, GUIErrorMessage
- Use the above functions and constructors to reduce changes in Engines
- Fix warnings being in unicode. Only output english text in - Warnings, Errors, etc.
- Mark some strings as "translation" strings. (Not yet added to POTFILES)
- Remove some CP related things from po/modules.mk
- Previously used some Common::convertToU32 where it was not necessary, replace this with u32constructor
2020-08-30 14:43:41 +02:00

278 lines
7.3 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 ENGINES_SAVESTATE_H
#define ENGINES_SAVESTATE_H
#include "common/array.h"
#include "common/str.h"
#include "common/ustr.h"
#include "common/ptr.h"
namespace Graphics {
struct Surface;
}
/**
* Object describing a save state.
*
* This at least includes the save slot number and a human readable
* description of the save state.
*
* Further possibilites are a thumbnail, play time, creation date,
* creation time, delete protected, write protection.
*
* Saves are writable and deletable by default.
*/
class SaveStateDescriptor {
private:
enum SaveType {
kSaveTypeUndetermined,
kSaveTypeRegular,
kSaveTypeAutosave
};
public:
SaveStateDescriptor();
SaveStateDescriptor(int s, const Common::U32String &d);
SaveStateDescriptor(int s, const Common::String &d);
/**
* @param slot The saveslot id, as it would be passed to the "-x" command line switch.
*/
void setSaveSlot(int slot) { _slot = slot; }
/**
* @return The saveslot id, as it would be passed to the "-x" command line switch.
*/
int getSaveSlot() const { return _slot; }
/**
* @param desc A human readable description of the save state.
*/
void setDescription(const Common::U32String &desc) { _description = desc; }
void setDescription(const Common::String &desc) { _description = Common::U32String(desc); }
/**
* @return A human readable description of the save state.
*/
const Common::U32String &getDescription() const { return _description; }
/** Optional entries only included when querying via MetaEngine::querySaveMetaInfo */
/**
* Defines whether the save state is allowed to be deleted.
*/
void setDeletableFlag(bool state) { _isDeletable = state; }
/**
* Queries whether the save state is allowed to be deleted.
*/
bool getDeletableFlag() const { return _isDeletable; }
/**
* Defines whether the save state is write protected.
*/
void setWriteProtectedFlag(bool state) { _isWriteProtected = state; }
/**
* Queries whether the save state is write protected.
*/
bool getWriteProtectedFlag() const { return _isWriteProtected; }
/**
* Defines whether the save state is "locked" because is being synced.
*/
void setLocked(bool state) {
_isLocked = state;
//just in case:
if (state) {
setDeletableFlag(false);
setWriteProtectedFlag(true);
}
}
/**
* Queries whether the save state is "locked" because is being synced.
*/
bool getLocked() const { return _isLocked; }
/**
* Return a thumbnail graphics surface representing the savestate visually.
* This is usually a scaled down version of the game graphics. The size
* should be either 160x100 or 160x120 pixels, depending on the aspect
* ratio of the game. If another ratio is required, contact the core team.
*/
const Graphics::Surface *getThumbnail() const { return _thumbnail.get(); }
/**
* Set a thumbnail graphics surface representing the savestate visually.
* Ownership of the surface is transferred to the SaveStateDescriptor.
* Hence the caller must not delete the surface.
*/
void setThumbnail(Graphics::Surface *t);
void setThumbnail(Common::SharedPtr<Graphics::Surface> t) { _thumbnail = t; }
/**
* Sets the date the save state was created.
*
* @param year Year of creation.
* @param month Month of creation.
* @param day Day of creation.
*/
void setSaveDate(int year, int month, int day);
/**
* Queries a human readable description of the date the save state was created.
*
* This will return an empty string in case the value is not set.
*/
const Common::String &getSaveDate() const { return _saveDate; }
/**
* Sets the time the save state was created.
*
* @param hour Hour of creation.
* @param min Minute of creation.
*/
void setSaveTime(int hour, int min);
/**
* Queries a human readable description of the time the save state was created.
*
* This will return an empty string in case the value is not set.
*/
const Common::String &getSaveTime() const { return _saveTime; }
/**
* Sets the time the game was played before the save state was created.
*
* @param hours How many hours the user played the game so far.
* @param minutes How many minutes the user played the game so far.
*/
void setPlayTime(int hours, int minutes);
/**
* Sets the time the game was played before the save state was created.
*
* @param msecs How many milliseconds the user played the game so far.
*/
void setPlayTime(uint32 msecs);
/**
* Queries a human readable description of the time the game was played
* before the save state was created.
*
* This will return an empty string in case the value is not set.
*/
const Common::U32String &getPlayTime() const { return _playTime; }
/**
* Returns the time the game was played before the save state was created
* in milliseconds.
*
* It defaults to 0.
*/
uint32 getPlayTimeMSecs() const { return _playTimeMSecs; }
/**
* Sets whether the save is an autosave
*/
void setAutosave(bool autosave);
/**
* Returns true whether the save is an autosave
*/
bool isAutosave() const;
private:
/**
* The saveslot id, as it would be passed to the "-x" command line switch.
*/
int _slot;
/**
* A human readable description of the save state.
*/
Common::U32String _description;
/**
* Whether the save state can be deleted.
*/
bool _isDeletable;
/**
* Whether the save state is write protected.
*/
bool _isWriteProtected;
/**
* Whether the save state is "locked" because is being synced.
*/
bool _isLocked;
/**
* Human readable description of the date the save state was created.
*/
Common::String _saveDate;
/**
* Human readable description of the time the save state was created.
*/
Common::String _saveTime;
/**
* Human readable description of the time the game was played till the
* save state was created.
*/
Common::U32String _playTime;
/**
* The time the game was played before the save state was created
* in milliseconds.
*/
uint32 _playTimeMSecs;
/**
* The thumbnail of the save state.
*/
Common::SharedPtr<Graphics::Surface> _thumbnail;
/**
* Save file type
*/
SaveType _saveType;
};
/** List of savestates. */
typedef Common::Array<SaveStateDescriptor> SaveStateList;
/**
* Comparator object to compare SaveStateDescriptor's based on slot.
*/
struct SaveStateDescriptorSlotComparator {
bool operator()(const SaveStateDescriptor &x, const SaveStateDescriptor &y) const {
return x.getSaveSlot() < y.getSaveSlot();
}
};
#endif