scummvm/engines/sherlock/saveload.h
Orgad Shaneh fe104cc337 ENGINES: Use MetaEngine consistently for getting autosave slot
The autosave refactoring that was done in
7adad5aaf5 used g_engine for identifying the
autosave slot. This worked for in-game save/load, but doesn't fit when
called from the launcher.

Fix by passing MetaEngine to SaveStateDescriptor ctor and using it for this
query.

Amends 7adad5aaf5.
2021-10-24 16:46:06 +02:00

139 lines
3.4 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 SHERLOCK_SAVELOAD_H
#define SHERLOCK_SAVELOAD_H
#include "common/scummsys.h"
#include "common/savefile.h"
#include "common/serializer.h"
#include "common/str-array.h"
#include "engines/savestate.h"
#include "graphics/surface.h"
namespace Sherlock {
#define MAX_SAVEGAME_SLOTS 99
#define ONSCREEN_FILES_COUNT 5
enum {
CURRENT_SAVEGAME_VERSION = 4,
MINIMUM_SAVEGAME_VERSION = 4
};
enum SaveMode { SAVEMODE_NONE = 0, SAVEMODE_LOAD = 1, SAVEMODE_SAVE = 2 };
extern const char *const EMPTY_SAVEGAME_SLOT;
struct SherlockSavegameHeader {
uint8 _version;
Common::String _saveName;
Graphics::Surface *_thumbnail;
int _year, _month, _day;
int _hour, _minute;
int _totalFrames;
};
class SherlockEngine;
typedef Common::Serializer Serializer;
class SaveManager {
protected:
SherlockEngine *_vm;
Common::String _target;
Graphics::Surface *_saveThumb;
/**
* Build up a savegame list, with empty slots given an explicit Empty message
*/
void createSavegameList();
/**
* Synchronize the data for a savegame
*/
void synchronize(Serializer &s);
public:
Common::StringArray _savegames;
int _savegameIndex;
bool _justLoaded;
public:
static SaveManager *init(SherlockEngine *vm, const Common::String &target);
SaveManager(SherlockEngine *vm, const Common::String &target);
virtual ~SaveManager();
/**
* Creates a thumbnail for the current on-screen contents
*/
void createThumbnail();
/**
* Load a list of savegames
*/
static SaveStateList getSavegameList(const MetaEngine *metaEngine, const Common::String &target);
/**
* Support method that generates a savegame name
* @param slot Slot number
*/
Common::String generateSaveName(int slot);
/**
* Write out the header information for a savegame
*/
void writeSavegameHeader(Common::OutSaveFile *out, SherlockSavegameHeader &header);
/**
* Read in the header information for a savegame
*/
WARN_UNUSED_RESULT static bool readSavegameHeader(Common::InSaveFile *in, SherlockSavegameHeader &header, bool skipThumbnail = true);
/**
* Return the index of the button the mouse is over, if any
*/
int getHighlightedButton() const;
/**
* Handle highlighting buttons
*/
void highlightButtons(int btnIndex);
/**
* Load the game in the specified slot
*/
void loadGame(int slot);
/**
* Save the game in the specified slot with the given name
*/
void saveGame(int slot, const Common::String &name);
/**
* Returns true if the given save slot is empty
*/
bool isSlotEmpty(int slot) const;
};
} // End of namespace Sherlock
#endif