scummvm/common/savefile.h

115 lines
3.5 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.
*
* $URL$
* $Id$
*
*/
#ifndef COMMON_SAVEFILE_H
#define COMMON_SAVEFILE_H
#include "common/stdafx.h"
#include "common/noncopyable.h"
#include "common/scummsys.h"
#include "common/stream.h"
namespace Common {
/**
* A class which allows game engines to load game state data.
* That typically means "save games", but also includes things like the
* IQ points in Indy3.
*/
class InSaveFile : public SeekableReadStream {};
/**
* A class which allows game engines to save game state data.
* That typically means "save games", but also includes things like the
* IQ points in Indy3.
*/
class OutSaveFile : public WriteStream {
public:
/**
* Close this savefile, to be called right before destruction of this
* savefile. The idea is that this ways, I/O errors that occur
* during closing/flushing of the file can still be handled by the
* game engine.
*
* By default, this just flushes the stream.
*/
virtual void finalize() {
flush();
}
};
/**
* The SaveFileManager is serving as a factor for InSaveFile
* and OutSaveFile objects.
*
* Engines and other code should use SaveFiles whenever they need to
* store data which they need to be able to retrieve later on --
* i.e. typically save states, but also configuration files and similar
* things.
*
* While not declared as a singleton,
* it is effectively used as such, with OSystem::getSavefileManager
* returning the single SaveFileManager instances to be used.
*/
class SaveFileManager : NonCopyable {
public:
virtual ~SaveFileManager() {}
/**
* Open the file with name filename in the given directory for saving.
* @param filename the filename
* @return pointer to an OutSaveFile, or NULL if an error occured.
*/
virtual OutSaveFile *openForSaving(const char *filename) = 0;
/**
* Open the file with name filename in the given directory for loading.
* @param filename the filename
* @return pointer to an InSaveFile, or NULL if an error occured.
*/
virtual InSaveFile *openForLoading(const char *filename) = 0;
/**
* Request a list of available savegames with a given prefix.
* TODO: Document this better!
* TODO: Or even replace it with a better API. For example, one that
* returns a list of strings for all present file names.
*/
virtual void listSavefiles(const char * /* prefix */, bool *marks, int num) = 0;
/**
* Get the path to the save game directory.
* Should only be used for error messages, *never* to construct file paths
* from it, since that is highly unportable!
*/
virtual const char *getSavePath() const;
};
} // End of namespace Common
#endif