/* ScummVM - Scumm Interpreter * Copyright (C) 2002-2006 The ScummVM project * * 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. * * $URL$ * $Id$ * */ #ifndef COMMON_SAVEFILE_H #define COMMON_SAVEFILE_H #include "common/stdafx.h" #include "common/scummsys.h" #include "common/stream.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. */ class InSaveFile : public SeekableReadStream {}; /** * 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 WriteStream { public: /** * Close this savefile, to be called right before destruction of this * savefile. The idea is that this ways, I/O errors that occur * during closing/flushing of the file can still be handled by the * game engine. * * By default, this just flushes the stream. */ virtual void finalize() { flush(); } }; /** * The SaveFileManager is serving as a factor 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 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 the single SaveFileManager instances to be used. */ class SaveFileManager { public: virtual ~SaveFileManager() {} /** * Open the file with name filename in the given directory for saving. * @param filename the filename * @return pointer to an OutSaveFile, or NULL if an error occured. */ virtual OutSaveFile *openForSaving(const char *filename) = 0; /** * Open the file with name filename in the given directory for loading. * @param filename the filename * @return pointer to an InSaveFile, or NULL if an error occured. */ virtual InSaveFile *openForLoading(const char *filename) = 0; /** * Request a list of available savegames with a given prefix. * TODO: Document this better! * TODO: Or even replace it with a better API. For example, one that * returns a list of strings for all present file names. */ virtual void listSavefiles(const char * /* prefix */, bool *marks, int num) = 0; /** * Get the path to the save game directory. * Should only be used for error messages, *never* to construct file paths * from it, since that is highly unportable! */ virtual const char *getSavePath() const; }; } // End of namespace Common #endif