scummvm/common/savefile.h
Bartosz Gentkowski ec24687ce4 DOXYGEN: Add doxygen groups to header files in the common folder
Adding @defgroup and @ingroup doxygen tags into all headers
in the common folder that contain doxygen blocks.

This improves the structure, readability, and findability
of information in the resulting output.

This commit targets purely structure and does not deal with
the content of the currently existing doxygen documentation.
2020-10-04 18:25:50 +02:00

225 lines
7.0 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.
*
*/
#ifndef COMMON_SAVEFILE_H
#define COMMON_SAVEFILE_H
#include "common/noncopyable.h"
#include "common/scummsys.h"
#include "common/stream.h"
#include "common/str-array.h"
#include "common/error.h"
namespace Common {
/**
* @defgroup common_savefile Save files
* @ingroup common
*
* @brief API for managing save files.
*
* @{
*/
/**
* 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.
*/
typedef SeekableReadStream InSaveFile;
/**
* 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 {
protected:
WriteStream *_wrapped;
public:
OutSaveFile(WriteStream *w);
virtual ~OutSaveFile();
virtual bool err() const;
virtual void clearErr();
virtual void finalize();
virtual bool flush();
virtual uint32 write(const void *dataPtr, uint32 dataSize);
virtual int32 pos() const;
};
/**
* The SaveFileManager is serving as a factory 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 again later on --
* i.e. typically save states, but also configuration files and similar
* things.
*
* Savefile names represent SaveFiles. These names are case insensitive, that
* means a name of "Kq1.000" represents the same savefile as "kq1.000". In
* addition, SaveFileManager does not allow for names which contain path
* separators like '/' or '\'. This is because we do not support directories
* in SaveFileManager.
*
* While not declared as a singleton, it is effectively used as such,
* with OSystem::getSavefileManager returning a pointer to the single
* SaveFileManager instances to be used.
*/
class SaveFileManager : NonCopyable {
protected:
Error _error;
String _errorDesc;
/**
* Set some information about the last error which occurred .
* @param error Code identifying the last error.
* @param errorDesc String describing the last error.
*/
virtual void setError(Error error, const String &errorDesc) { _error = error; _errorDesc = errorDesc; }
public:
virtual ~SaveFileManager() {}
/**
* Clears the last set error code and string.
*/
virtual void clearError() { _error = kNoError; _errorDesc.clear(); }
/**
* Returns the last occurred error code. If none occurred, returns kNoError.
*
* @return A value indicating the type of the last error.
*/
virtual Error getError() { return _error; }
/**
* Returns the last occurred error description. If none occurred, returns 0.
*
* @return A string describing the last error.
*/
virtual String getErrorDesc() { return _errorDesc; }
/**
* Returns the last occurred error description. If none occurred, returns 0.
* Also clears the last error state and description.
*
* @return A string describing the last error.
*/
virtual String popErrorDesc();
/**
* Open the savefile with the specified name in the given directory for
* saving.
*
* Saved games are compressed by default, and engines are expected to
* always write compressed saves.
*
* A notable exception is if uncompressed files are needed for
* compatibility with games not supported by ScummVM, such as character
* exports from the Quest for Glory series. QfG5 is a 3D game and won't be
* supported by ScummVM.
*
* @param name The name of the savefile.
* @param compress Toggles whether to compress the resulting save file
* (default) or not.
* @return Pointer to an OutSaveFile, or NULL if an error occurred.
*/
virtual OutSaveFile *openForSaving(const String &name, bool compress = true) = 0;
/**
* Open the file with the specified name in the given directory for loading.
*
* @param name The name of the savefile.
* @return Pointer to an InSaveFile, or NULL if an error occurred.
*/
virtual InSaveFile *openForLoading(const String &name) = 0;
/**
* Open the file with the specified name in the given directory for loading.
* In contrast to openForLoading(), it returns raw file instead of unpacked.
*
* @param name The name of the savefile.
* @return Pointer to an InSaveFile, or NULL if an error occurred.
*/
virtual InSaveFile *openRawFile(const String &name) = 0;
/**
* Removes the given savefile from the system.
*
* @param name The name of the savefile to be removed.
* @return true if no error occurred, false otherwise.
*/
virtual bool removeSavefile(const String &name) = 0;
/**
* Renames the given savefile.
*
* @param oldName Old name.
* @param newName New name.
* @param compress Toggles whether to compress the resulting save file
* (default) or not.
* @return true if no error occurred. false otherwise.
*/
virtual bool renameSavefile(const String &oldName, const String &newName, bool compress = true);
/**
* Copy the given savefile.
*
* @param oldName Old name.
* @param newName New name.
* @param compress Toggles whether to compress the resulting save file
* (default) or not.
* @return true if no error occurred. false otherwise.
*/
virtual bool copySavefile(const String &oldName, const String &newName, bool compress = true);
/**
* List available savegames matching a given pattern.
*
* Our pattern format is based on DOS paterns, also known as "glob" in the
* POSIX world. Please refer to the Common::matchString() function to learn
* about the precise pattern format.
*
* @param pattern Pattern to match. Wildcards like * or ? are available.
* @return List of strings for all present file names.
* @see Common::matchString()
*/
virtual StringArray listSavefiles(const String &pattern) = 0;
/**
* Refreshes the save files list (because some new files could've been added)
* and remembers the "locked" files list. These files could not be used
* for saving or loading because they are being synced by CloudManager.
*/
virtual void updateSavefilesList(StringArray &lockedFiles) = 0;
};
/** @} */
} // End of namespace Common
#endif