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https://github.com/libretro/scummvm.git
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fe104cc337
The autosave refactoring that was done in7adad5aaf5
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. Amends7adad5aaf5
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139 lines
3.4 KiB
C++
139 lines
3.4 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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*
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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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*
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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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*/
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#ifndef SHERLOCK_SAVELOAD_H
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#define SHERLOCK_SAVELOAD_H
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#include "common/scummsys.h"
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#include "common/savefile.h"
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#include "common/serializer.h"
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#include "common/str-array.h"
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#include "engines/savestate.h"
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#include "graphics/surface.h"
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namespace Sherlock {
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#define MAX_SAVEGAME_SLOTS 99
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#define ONSCREEN_FILES_COUNT 5
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enum {
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CURRENT_SAVEGAME_VERSION = 4,
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MINIMUM_SAVEGAME_VERSION = 4
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};
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enum SaveMode { SAVEMODE_NONE = 0, SAVEMODE_LOAD = 1, SAVEMODE_SAVE = 2 };
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extern const char *const EMPTY_SAVEGAME_SLOT;
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struct SherlockSavegameHeader {
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uint8 _version;
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Common::String _saveName;
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Graphics::Surface *_thumbnail;
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int _year, _month, _day;
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int _hour, _minute;
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int _totalFrames;
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};
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class SherlockEngine;
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typedef Common::Serializer Serializer;
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class SaveManager {
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protected:
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SherlockEngine *_vm;
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Common::String _target;
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Graphics::Surface *_saveThumb;
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/**
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* Build up a savegame list, with empty slots given an explicit Empty message
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*/
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void createSavegameList();
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/**
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* Synchronize the data for a savegame
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*/
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void synchronize(Serializer &s);
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public:
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Common::StringArray _savegames;
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int _savegameIndex;
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bool _justLoaded;
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public:
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static SaveManager *init(SherlockEngine *vm, const Common::String &target);
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SaveManager(SherlockEngine *vm, const Common::String &target);
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virtual ~SaveManager();
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/**
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* Creates a thumbnail for the current on-screen contents
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*/
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void createThumbnail();
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/**
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* Load a list of savegames
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*/
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static SaveStateList getSavegameList(const MetaEngine *metaEngine, const Common::String &target);
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/**
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* Support method that generates a savegame name
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* @param slot Slot number
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*/
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Common::String generateSaveName(int slot);
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/**
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* Write out the header information for a savegame
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*/
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void writeSavegameHeader(Common::OutSaveFile *out, SherlockSavegameHeader &header);
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/**
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* Read in the header information for a savegame
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*/
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WARN_UNUSED_RESULT static bool readSavegameHeader(Common::InSaveFile *in, SherlockSavegameHeader &header, bool skipThumbnail = true);
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/**
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* Return the index of the button the mouse is over, if any
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*/
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int getHighlightedButton() const;
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/**
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* Handle highlighting buttons
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*/
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void highlightButtons(int btnIndex);
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/**
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* Load the game in the specified slot
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*/
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void loadGame(int slot);
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/**
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* Save the game in the specified slot with the given name
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*/
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void saveGame(int slot, const Common::String &name);
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/**
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* Returns true if the given save slot is empty
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*/
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bool isSlotEmpty(int slot) const;
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};
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} // End of namespace Sherlock
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#endif
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