1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285
|
/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef COMMON_SAVEFILE_H
#define COMMON_SAVEFILE_H
#include "common/noncopyable.h"
#include "common/scummsys.h"
#include "common/stream.h"
#include "common/str-array.h"
#include "common/error.h"
namespace Common {
/**
* @defgroup common_savefile Save files
* @ingroup common
*
* @brief API for managing save files.
*
* @{
*/
/**
* A class which allows game engines to load game state data.
* This typically means "save games", but also includes things like the
* IQ points in Indy3.
*/
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.
*/
class OutSaveFile: public SeekableWriteStream {
protected:
WriteStream *_wrapped; /*!< @todo Doc required. */
public:
OutSaveFile(WriteStream *w); /*!< Create an OutSaveFile that uses the given WriteStream to write the data. */
virtual ~OutSaveFile();
/**
* Return true if an I/O failure occurred.
* This flag is never cleared automatically. In order to clear it,
* you must call clearErr() explicitly.
*/
bool err() const override;
/**
* Reset the I/O error status as returned by err().
*/
void clearErr() override;
/**
* Finalize and close this stream. To be called right before this
* stream instance is deleted. The goal here is to enable calling
* code to detect and handle I/O errors which might occur when
* closing (and flushing, if buffered) the stream.
*
* After this method has been called, no further writes may be
* performed on the stream. Calling err() is allowed.
*
* By default, this just flushes the stream.
*/
void finalize() override;
/**
* Commit any buffered data to the underlying channel or
* storage medium. Unbuffered streams can use the default
* implementation
*/
bool flush() override;
/**
* Write data into the stream.
*
* @param dataPtr Pointer to the data to be written.
* @param dataSize Number of bytes to be written.
*/
uint32 write(const void *dataPtr, uint32 dataSize) override;
/**
* Obtain the current value of the stream position indicator of the
* stream.
*
* @return The current position indicator, or -1 if an error occurred.
*/
int64 pos() const override;
/**
* Seeks to a new position within the file.
* This is only supported when creating uncompressed save files.
*/
bool seek(int64 offset, int whence) override;
/**
* Returns the size of the save file
* This is only supported when creating uncompressed save files.
*/
int64 size() const override;
};
/**
* The SaveFileManager serves as a factory for InSaveFile
* and OutSaveFile objects.
*
* Engines and other code should use SaveFiles whenever they need to
* store data that they need to retrieve again later on --
* i.e. typically save states, but also configuration files and similar
* objects.
*
* Save file names represent SaveFiles. These names are case insensitive. That
* means a name of "Kq1.000" represents the same save file as "kq1.000". In
* addition, SaveFileManager does not allow for names that contain path
* separators like '/' or '\'. This is because directories are not supported
* in SaveFileManager.
*
* While not declared as a singleton, it is effectively used as such,
* with OSystem::getSavefileManager returning a pointer to single
* SaveFileManager instances to be used.
*/
class SaveFileManager : NonCopyable {
protected:
Error _error; /*!< Error code. */
String _errorDesc; /*!< Description of an error. */
/**
* Set some information about the last error that occurred.
* @param error Code identifying the last error.
* @param errorDesc String describing the last error.
*/
virtual void setError(Error error, const String &errorDesc) { _error = error; _errorDesc = errorDesc; }
public:
virtual ~SaveFileManager() {}
/**
* Clear the last set error code and string.
*/
virtual void clearError() { _error = kNoError; _errorDesc.clear(); }
/**
* Return the last occurred error code. If none occurred, return kNoError.
*
* @return A value indicating the type of the last error.
*/
virtual Error getError() { return _error; }
/**
* Return the last occurred error description. If none occurred, return 0.
*
* @return A string describing the last error.
*/
virtual String getErrorDesc() { return _errorDesc; }
/**
* Return the last occurred error description. If none occurred, return 0.
* Also, clear the last error state and description.
*
* @return A string describing the last error.
*/
virtual String popErrorDesc();
/**
* Open the save file with the specified @p name in the given directory for
* saving.
*
* Saved games are compressed by default, and engines are expected to
* always write compressed saves.
*
* A notable exception is when uncompressed files are needed for
* compatibility with games not supported by ScummVM, such as character
* exports from the Quest for Glory series. QfG5 is a 3D game and will not be
* supported by ScummVM.
*
* @param name Name of the save file.
* @param compress Whether to compress the resulting save file (default) or not.
*
* @return Pointer to an OutSaveFile, or NULL if an error occurred.
*/
virtual OutSaveFile *openForSaving(const String &name, bool compress = true) = 0;
/**
* Open the file with the specified @p name in the given directory for loading.
*
* @param name Name of the save file.
* @return Pointer to an InSaveFile, or NULL if an error occurred.
*/
virtual InSaveFile *openForLoading(const String &name) = 0;
/**
* Open the file with the specified name in the given directory for loading.
* In contrast to openForLoading(), it returns a raw file instead of unpacked.
*
* @param name Name of the save file.
* @return Pointer to an InSaveFile, or NULL if an error occurred.
*/
virtual InSaveFile *openRawFile(const String &name) = 0;
/**
* Remove the given save file from the system.
*
* @param name Name of the save file to be removed.
* @return True if no error occurred, false otherwise.
*/
virtual bool removeSavefile(const String &name) = 0;
/**
* Rename the given save file.
*
* @param oldName Old name.
* @param newName New name.
* @param compress Whether to compress the resulting save file (default) or not.
*
* @return True if no error occurred, false otherwise.
*/
virtual bool renameSavefile(const String &oldName, const String &newName, bool compress = true);
/**
* Copy the given save file.
*
* @param oldName Old name.
* @param newName New name.
* @param compress Whether to compress the resulting save file (default) or not.
*
* @return true if no error occurred. false otherwise.
*/
virtual bool copySavefile(const String &oldName, const String &newName, bool compress = true);
/**
* List available save files matching a given pattern.
*
* The pattern format is based on DOS patterns, also known as "glob" in the
* POSIX world. Refer to the Common::matchString() function for information
* about the precise pattern format.
*
* @param pattern Pattern to match. Wildcards like * or ? are allowed.
* @return List of strings for all present file names.
* @sa Common::matchString()
*/
virtual StringArray listSavefiles(const String &pattern) = 0;
/**
* Refresh the save files list (because some new files might have been added)
* and remember the "locked" files list. These files cannot be used
* for saving or loading because they are being synced by CloudManager.
*/
virtual void updateSavefilesList(StringArray &lockedFiles) = 0;
/**
* Checks if the savefile exists.
*
* @param name Name of the save file.
*
* @return true if the file exists. false otherwise.
*/
virtual bool exists(const String &name) = 0;
};
/** @} */
} // End of namespace Common
#endif
|