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baea8d5c9c
Allows for copying or renaming uncompressed save files, such as in Phantasmagoria 1, without compressing them in the process.
215 lines
6.9 KiB
C++
215 lines
6.9 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
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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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* A class which allows game engines to load 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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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 WriteStream {
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protected:
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WriteStream *_wrapped;
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public:
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OutSaveFile(WriteStream *w);
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virtual ~OutSaveFile();
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virtual bool err() const;
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virtual void clearErr();
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virtual void finalize();
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virtual bool flush();
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virtual uint32 write(const void *dataPtr, uint32 dataSize);
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virtual int32 pos() const;
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};
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/**
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* The SaveFileManager is serving 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 which they need to be able to retrieve again later on --
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* i.e. typically save states, but also configuration files and similar
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* things.
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*
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* Savefile names represent SaveFiles. These names are case insensitive, that
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* means a name of "Kq1.000" represents the same savefile as "kq1.000". In
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* addition, SaveFileManager does not allow for names which contain path
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* separators like '/' or '\'. This is because we do not support directories
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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 the 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;
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String _errorDesc;
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/**
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* Set some information about the last error which 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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* Clears 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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* Returns the last occurred error code. If none occurred, returns 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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* Returns the last occurred error description. If none occurred, returns 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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* Returns the last occurred error description. If none occurred, returns 0.
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* Also clears 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 savefile with the specified 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 if 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 won't be
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* supported by ScummVM.
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*
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* @param name The name of the savefile.
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* @param compress Toggles whether to compress the resulting save file
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* (default) or not.
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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 name in the given directory for loading.
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*
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* @param name The name of the savefile.
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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 raw file instead of unpacked.
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*
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* @param name The name of the savefile.
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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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* Removes the given savefile from the system.
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*
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* @param name The name of the savefile 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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* Renames the given savefile.
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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 Toggles whether to compress the resulting save file
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* (default) or not.
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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 savefile.
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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 Toggles whether to compress the resulting save file
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* (default) or not.
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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 savegames matching a given pattern.
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*
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* Our pattern format is based on DOS paterns, also known as "glob" in the
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* POSIX world. Please refer to the Common::matchString() function to learn
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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 available.
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* @return List of strings for all present file names.
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* @see 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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* Refreshes the save files list (because some new files could've been added)
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* and remembers the "locked" files list. These files could not 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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} // End of namespace Common
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#endif
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