scummvm/backends/platform/n64/framfs_save_manager.h

153 lines
3.6 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef __FRAMFS_SAVE_MANAGER__
#define __FRAMFS_SAVE_MANAGER__
#include <common/savefile.h>
#include <common/compression/zlib.h>
#include <framfs.h> // N64 FramFS library
bool fram_deleteSaveGame(const char *filename);
class InFRAMSave : public Common::InSaveFile {
private:
FRAMFILE *fd;
uint32 read(void *buf, uint32 cnt) override;
bool skip(uint32 offset) override;
bool seek(int64 offs, int whence) override;
public:
InFRAMSave() : fd(NULL) { }
~InFRAMSave() {
if (fd != NULL)
framfs_close(fd);
}
bool eos() const override {
return framfs_eof(fd);
}
void clearErr() override {
framfs_clearerr(fd);
}
int64 pos() const override {
return framfs_tell(fd);
}
int64 size() const override {
return fd->size;
}
bool readSaveGame(const char *filename) {
fd = framfs_open(filename, "r");
return (fd != NULL);
}
};
class OutFRAMSave : public Common::WriteStream {
private:
FRAMFILE *fd;
public:
uint32 write(const void *buf, uint32 cnt);
virtual int64 pos() const {
return framfs_tell(fd);
}
OutFRAMSave(const char *_filename) : fd(NULL) {
fd = framfs_open(_filename, "w");
}
~OutFRAMSave() {
if (fd != NULL) {
finalize();
framfs_close(fd);
}
}
bool err() const {
if (fd)
return (framfs_error(fd) == 1);
else
return true;
}
void clearErr() {
framfs_clearerr(fd);
}
void finalize() {
framfs_flush(fd);
}
};
class FRAMSaveManager : public Common::SaveFileManager {
public:
void updateSavefilesList(Common::StringArray &lockedFiles) override {
// this method is used to lock saves while cloud syncing
// as there is no network on N64, this method wouldn't be used
// thus it's not implemtented
}
Common::InSaveFile *openRawFile(const Common::String &filename) override {
InFRAMSave *s = new InFRAMSave();
if (s->readSaveGame(filename.c_str())) {
return s;
} else {
delete s;
return 0;
}
}
Common::OutSaveFile *openForSaving(const Common::String &filename, bool compress = true) override {
OutFRAMSave *s = new OutFRAMSave(filename.c_str());
if (!s->err()) {
return new Common::OutSaveFile(compress ? Common::wrapCompressedWriteStream(s) : s);
} else {
delete s;
return 0;
}
}
Common::InSaveFile *openForLoading(const Common::String &filename) override {
InFRAMSave *s = new InFRAMSave();
if (s->readSaveGame(filename.c_str())) {
return Common::wrapCompressedReadStream(s);
} else {
delete s;
return 0;
}
}
bool removeSavefile(const Common::String &filename) override {
return ::fram_deleteSaveGame(filename.c_str());
}
Common::StringArray listSavefiles(const Common::String &pattern) override;
bool exists(const Common::String &filename) override {
return InFRAMSave().readSaveGame(filename.c_str());
}
};
#endif