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/* 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 __FRAMFS_SAVE_MANAGER__
#define __FRAMFS_SAVE_MANAGER__
#include <common/savefile.h>
#include <common/zlib.h>
#include <framfs.h> // N64 FramFS library
bool fram_deleteSaveGame(const char *filename);
class InFRAMSave : public Common::InSaveFile {
private:
FRAMFILE *fd;
uint32 read(void *buf, uint32 cnt);
bool skip(uint32 offset);
bool seek(int32 offs, int whence);
public:
InFRAMSave() : fd(NULL) { }
~InFRAMSave() {
if (fd != NULL)
framfs_close(fd);
}
bool eos() const {
return framfs_eof(fd);
}
void clearErr() {
framfs_clearerr(fd);
}
int32 pos() const {
return framfs_tell(fd);
}
int32 size() const {
return fd->size;
}
bool readSaveGame(const char *filename) {
fd = framfs_open(filename, "r");
return (fd != NULL);
}
};
class OutFRAMSave : public Common::WriteStream {
private:
FRAMFILE *fd;
public:
uint32 write(const void *buf, uint32 cnt);
virtual int32 pos() const {
return framfs_tell(fd);
}
OutFRAMSave(const char *_filename) : fd(NULL) {
fd = framfs_open(_filename, "w");
}
~OutFRAMSave() {
if (fd != NULL) {
finalize();
framfs_close(fd);
}
}
bool err() const {
if (fd)
return (framfs_error(fd) == 1);
else
return true;
}
void clearErr() {
framfs_clearerr(fd);
}
void finalize() {
framfs_flush(fd);
}
};
class FRAMSaveManager : public Common::SaveFileManager {
public:
virtual void updateSavefilesList(Common::StringArray &lockedFiles) {
// this method is used to lock saves while cloud syncing
// as there is no network on N64, this method wouldn't be used
// thus it's not implemtented
}
virtual Common::InSaveFile *openRawFile(const Common::String &filename) {
InFRAMSave *s = new InFRAMSave();
if (s->readSaveGame(filename.c_str())) {
return s;
} else {
delete s;
return 0;
}
}
virtual Common::OutSaveFile *openForSaving(const Common::String &filename, bool compress = true) {
OutFRAMSave *s = new OutFRAMSave(filename.c_str());
if (!s->err()) {
return new Common::OutSaveFile(compress ? Common::wrapCompressedWriteStream(s) : s);
} else {
delete s;
return 0;
}
}
virtual Common::InSaveFile *openForLoading(const Common::String &filename) {
InFRAMSave *s = new InFRAMSave();
if (s->readSaveGame(filename.c_str())) {
return Common::wrapCompressedReadStream(s);
} else {
delete s;
return 0;
}
}
virtual bool removeSavefile(const Common::String &filename) {
return ::fram_deleteSaveGame(filename.c_str());
}
virtual Common::StringArray listSavefiles(const Common::String &pattern);
};
#endif
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