scummvm/engines/sherlock/saveload.h
Adrian Frühwirth 00e59a3122 ALL: Load savegame thumbnail only when necessary
This commit introduces the following changes:

1. Graphics::loadThumbnail()

   Now returns a boolean and takes a new argument skipThumbnail which
   defaults to false. In case of true, loadThumbnail() reads past the
   thumbnail data in the input stream instead of actually loading the
   thumbnail. This simplifies savegame handling where, up until now,
   many engines always read the whole savegame metadata (including
   the thumbnail) and then threw away the thumbnail when not needed
   (which is in almost all cases, the most common exception being
   MetaEngine::querySaveMetaInfos() which is responsible for loading
   savegame metadata for displaying it in the GUI launcher.

2. readSavegameHeader()

   Engines which already implement such a method (name varies) now take
   a new argument skipThumbnail (default: true) which is passed
   through to loadThumbnail(). This means that the default case for
   readSavegameHeader() is now _not_ loading the thumbnail from a
   savegame and just reading past it. In those cases, e.g.
   querySaveMetaInfos(), where we actually are interested in loading
   the thumbnail readSavegameHeader() needs to explicitely be called
   with skipThumbnail == false.

   Engines whose readSavegameHeader() (name varies) already takes an
   argument loadThumbnail have been adapted to have a similar
   prototype and semantics.
   I.e. readSaveHeader(in, loadThumbnail, header) now is
   readSaveHeader(in, header, skipThumbnail).

3. Error handling

   Engines which previously did not check the return value of
   readSavegameHeader() (name varies) now do so ensuring that possibly
   broken savegames (be it a broken thumbnail or something else) don't
   make it into the GUI launcher list in the first place.
2018-04-07 09:26:20 +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 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