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142ad94149
Rename method to match its purpose.
300 lines
7.6 KiB
C++
300 lines
7.6 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 ENGINES_SAVESTATE_H
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#define ENGINES_SAVESTATE_H
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#include "common/array.h"
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#include "common/str.h"
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#include "common/ustr.h"
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#include "common/ptr.h"
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class MetaEngine;
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namespace Graphics {
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struct Surface;
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}
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/**
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* @defgroup engines_savestate Save states
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* @ingroup engines
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*
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* @brief API for managing save states.
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*
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* @{
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*/
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/**
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* Object describing a save state.
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*
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* This at least includes the save slot number and a human readable
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* description of the save state.
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*
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* Further possibilites are a thumbnail, play time, creation date,
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* creation time, delete protected, write protection.
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*
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* Saves are writable and deletable by default.
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*/
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class SaveStateDescriptor {
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private:
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enum SaveType {
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kSaveTypeUndetermined,
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kSaveTypeRegular,
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kSaveTypeAutosave
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};
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void initSaveSlot(const MetaEngine *metaEngine);
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public:
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SaveStateDescriptor();
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SaveStateDescriptor(const MetaEngine *metaEngine, int slot, const Common::U32String &d);
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SaveStateDescriptor(const MetaEngine *metaEngine, int slot, const Common::String &d);
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/**
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* @param slot The saveslot id, as it would be passed to the "-x" command line switch.
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*/
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void setSaveSlot(int slot) { _slot = slot; }
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/**
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* @return The saveslot id, as it would be passed to the "-x" command line switch.
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*/
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int getSaveSlot() const { return _slot; }
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/**
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* @param desc A human readable description of the save state.
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*/
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void setDescription(const Common::String &desc) { _description = desc.decode(); }
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void setDescription(const Common::U32String &desc) { _description = desc; }
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/**
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* @return A human readable description of the save state.
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*/
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const Common::U32String &getDescription() const { return _description; }
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/** Optional entries only included when querying via MetaEngine::querySaveMetaInfo */
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/**
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* Defines whether the save state is allowed to be deleted.
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*/
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void setDeletableFlag(bool state) { _isDeletable = state; }
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/**
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* Queries whether the save state is allowed to be deleted.
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*/
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bool getDeletableFlag() const { return _isDeletable; }
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/**
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* Defines whether the save state is write protected.
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*/
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void setWriteProtectedFlag(bool state) { _isWriteProtected = state; }
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/**
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* Queries whether the save state is write protected.
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*/
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bool getWriteProtectedFlag() const { return _isWriteProtected; }
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/**
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* Defines whether the save state is "locked" because is being synced.
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*/
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void setLocked(bool state) {
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_isLocked = state;
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//just in case:
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if (state) {
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setDeletableFlag(false);
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setWriteProtectedFlag(true);
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}
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}
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/**
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* Queries whether the save state is "locked" because is being synced.
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*/
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bool getLocked() const { return _isLocked; }
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/**
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* Return a thumbnail graphics surface representing the savestate visually.
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* This is usually a scaled down version of the game graphics. The size
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* should be either 160x100 or 160x120 pixels, depending on the aspect
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* ratio of the game. If another ratio is required, contact the core team.
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*/
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const Graphics::Surface *getThumbnail() const { return _thumbnail.get(); }
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/**
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* Set a thumbnail graphics surface representing the savestate visually.
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* Ownership of the surface is transferred to the SaveStateDescriptor.
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* Hence the caller must not delete the surface.
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*/
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void setThumbnail(Graphics::Surface *t);
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void setThumbnail(Common::SharedPtr<Graphics::Surface> t) { _thumbnail = t; }
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/**
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* Sets the date the save state was created.
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*
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* @param year Year of creation.
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* @param month Month of creation.
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* @param day Day of creation.
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*/
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void setSaveDate(int year, int month, int day);
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/**
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* Queries a human readable description of the date the save state was created.
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*
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* This will return an empty string in case the value is not set.
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*/
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const Common::String &getSaveDate() const { return _saveDate; }
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/**
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* Sets the time the save state was created.
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*
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* @param hour Hour of creation.
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* @param min Minute of creation.
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*/
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void setSaveTime(int hour, int min);
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/**
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* Queries a human readable description of the time the save state was created.
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*
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* This will return an empty string in case the value is not set.
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*/
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const Common::String &getSaveTime() const { return _saveTime; }
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/**
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* Sets the time the game was played before the save state was created.
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*
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* @param hours How many hours the user played the game so far.
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* @param minutes How many minutes the user played the game so far.
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*/
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void setPlayTime(int hours, int minutes);
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/**
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* Sets the time the game was played before the save state was created.
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*
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* @param msecs How many milliseconds the user played the game so far.
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*/
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void setPlayTime(uint32 msecs);
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/**
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* Queries a human readable description of the time the game was played
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* before the save state was created.
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*
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* This will return an empty string in case the value is not set.
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*/
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const Common::String &getPlayTime() const { return _playTime; }
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/**
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* Returns the time the game was played before the save state was created
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* in milliseconds.
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*
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* It defaults to 0.
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*/
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uint32 getPlayTimeMSecs() const { return _playTimeMSecs; }
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/**
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* Sets whether the save is an autosave
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*/
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void setAutosave(bool autosave);
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/**
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* Returns true whether the save is an autosave
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*/
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bool isAutosave() const;
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/**
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* Returns true if the save has an autosave name
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*/
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bool hasAutosaveName() const;
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/**
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* Returns true if this entry is valid
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*/
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bool isValid() const;
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private:
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/**
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* The saveslot id, as it would be passed to the "-x" command line switch.
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*/
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int _slot;
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/**
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* A human readable description of the save state.
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*/
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Common::U32String _description;
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/**
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* Whether the save state can be deleted.
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*/
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bool _isDeletable;
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/**
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* Whether the save state is write protected.
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*/
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bool _isWriteProtected;
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/**
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* Whether the save state is "locked" because is being synced.
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*/
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bool _isLocked;
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/**
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* Human readable description of the date the save state was created.
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*/
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Common::String _saveDate;
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/**
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* Human readable description of the time the save state was created.
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*/
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Common::String _saveTime;
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/**
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* Human readable description of the time the game was played till the
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* save state was created.
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*/
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Common::String _playTime;
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/**
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* The time the game was played before the save state was created
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* in milliseconds.
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*/
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uint32 _playTimeMSecs;
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/**
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* The thumbnail of the save state.
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*/
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Common::SharedPtr<Graphics::Surface> _thumbnail;
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/**
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* Save file type
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*/
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SaveType _saveType;
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};
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/** List of savestates. */
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typedef Common::Array<SaveStateDescriptor> SaveStateList;
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/**
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* Comparator object to compare SaveStateDescriptor's based on slot.
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*/
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struct SaveStateDescriptorSlotComparator {
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bool operator()(const SaveStateDescriptor &x, const SaveStateDescriptor &y) const {
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return x.getSaveSlot() < y.getSaveSlot();
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}
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};
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/** @} */
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#endif
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