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path: root/engines/prince/saveload.cpp
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2018-05-06PRINCE: Use ScummVM save/load dialogsAdrian Frühwirth
The original option dialogs do not seem to be implemented yet so we always show the ScummVM ones when using the save/load hotkeys for now. This partly fixes Trac#9866.
2018-05-06PRINCE: Add play time metadata to savegamesAdrian Frühwirth
2018-05-06PRINCE: Removed unused kBadSVGAdrian Frühwirth
2018-04-07ALL: Load savegame thumbnail only when necessaryAdrian Frühwirth
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.
2016-10-21PRINCE: Refactored detection code into widely accepted schemaEugene Sandulenko
2016-09-03JANITORIAL: Make GPL headers uniformEugene Sandulenko
2016-06-08PRINCE: Use # as savefile matching patternEugene Sandulenko
2014-11-09PRINCE: canLoadGameStateCurrently() - to check if loading is allowedlukaslw
Also block saving during dialogbox and inventory drawing
2014-11-09PRINCE: canSaveGameStateCurrently() - check conditions when you can't save ↵lukaslw
the game state
2014-10-28PRINCE: Remove trailing whitespaceFilippos Karapetis
2014-08-04PRINCE: Inventory after swaping and loading fixlukaslw
2014-08-02PRINCE: Cursor after loading fixlukaslw
2014-08-01PRINCE: Code clean-uplukaslw
2014-07-29PRINCE: syncGame() fixlukaslw
2014-07-29PRINCE: Game saving - basic implementationlukaslw