mirror of
https://github.com/libretro/scummvm.git
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218e132e37
svn-id: r27024
115 lines
3.5 KiB
C++
115 lines
3.5 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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* 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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* 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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* $URL$
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* $Id$
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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/stdafx.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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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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class InSaveFile : public SeekableReadStream {};
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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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public:
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/**
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* Close this savefile, to be called right before destruction of this
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* savefile. The idea is that this ways, I/O errors that occur
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* during closing/flushing of the file can still be handled by the
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* game engine.
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*
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* By default, this just flushes the stream.
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*/
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virtual void finalize() {
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flush();
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}
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};
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/**
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* The SaveFileManager is serving as a factor 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 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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* While not declared as a singleton,
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* it is effectively used as such, with OSystem::getSavefileManager
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* returning the single SaveFileManager instances to be used.
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*/
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class SaveFileManager : NonCopyable {
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public:
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virtual ~SaveFileManager() {}
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/**
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* Open the file with name filename in the given directory for saving.
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* @param filename the filename
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* @return pointer to an OutSaveFile, or NULL if an error occured.
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*/
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virtual OutSaveFile *openForSaving(const char *filename) = 0;
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/**
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* Open the file with name filename in the given directory for loading.
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* @param filename the filename
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* @return pointer to an InSaveFile, or NULL if an error occured.
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*/
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virtual InSaveFile *openForLoading(const char *filename) = 0;
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/**
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* Request a list of available savegames with a given prefix.
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* TODO: Document this better!
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* TODO: Or even replace it with a better API. For example, one that
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* returns a list of strings for all present file names.
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*/
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virtual void listSavefiles(const char * /* prefix */, bool *marks, int num) = 0;
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/**
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* Get the path to the save game directory.
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* Should only be used for error messages, *never* to construct file paths
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* from it, since that is highly unportable!
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*/
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virtual const char *getSavePath() const;
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};
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} // End of namespace Common
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#endif
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