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savefile.h

/* 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: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-1-0-0/common/savefile.h $
 * $Id: savefile.h 41000 2009-05-29 14:38:22Z fingolfin $
 *
 */

#ifndef COMMON_SAVEFILE_H
#define COMMON_SAVEFILE_H

#include "common/noncopyable.h"
#include "common/scummsys.h"
#include "common/stream.h"
#include "common/str.h"
#include "common/error.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.
 */
00042 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.
 */
00049 typedef WriteStream OutSaveFile;


/**
 * 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.
 *
 * 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.
 */
00065 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.
       */
00076       virtual void setError(Error error, const String &errorDesc) { _error = error; _errorDesc = errorDesc; }

public:
      virtual ~SaveFileManager() {}

      /**
       * Clears the last set error code and string.
       */
00084       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.
       */
00091       virtual Error getError() { return _error; }

      /**
       * Returns the last occurred error description. If none occurred, returns 0.
       *
       * @return A string describing the last error.
       */
00098       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.
       * @param name    the name of the savefile
       * @return pointer to an OutSaveFile, or NULL if an error occured.
       */
      virtual OutSaveFile *openForSaving(const String &name) = 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 occured.
       */
      virtual InSaveFile *openForLoading(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.
       * @return true if no error occurred. false otherwise.
       */
      virtual bool renameSavefile(const String &oldName, const String &newName);

      /**
       * Request a list of available savegames with a given DOS-style pattern,
       * also known as "glob" in the UNIX world. 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 StringList listSavefiles(const String &pattern) = 0;
};

} // End of namespace Common

#endif

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