/* 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 SHERLOCK_SAVELOAD_H #define SHERLOCK_SAVELOAD_H #include "common/scummsys.h" #include "common/savefile.h" #include "common/serializer.h" #include "common/str-array.h" #include "engines/savestate.h" #include "graphics/surface.h" namespace Sherlock { #define MAX_SAVEGAME_SLOTS 99 #define ONSCREEN_FILES_COUNT 5 #define SHERLOCK_SAVEGAME_VERSION 1 enum SaveMode { SAVEMODE_NONE = 0, SAVEMODE_LOAD = 1, SAVEMODE_SAVE = 2 }; extern const int ENV_POINTS[6][3]; struct SherlockSavegameHeader { uint8 _version; Common::String _saveName; Graphics::Surface *_thumbnail; int _year, _month, _day; int _hour, _minute; int _totalFrames; }; class SherlockEngine; class SaveManager { private: SherlockEngine *_vm; Common::String _target; Graphics::Surface *_saveThumb; /** * Build up a savegame list, with empty slots given an explicit Empty message */ void createSavegameList(); /** * Synchronize the data for a savegame */ void synchronize(Common::Serializer &s); public: Common::StringArray _savegames; int _savegameIndex; SaveMode _envMode; bool _justLoaded; public: SaveManager(SherlockEngine *vm, const Common::String &target); ~SaveManager(); /** * Shows the in-game dialog interface for loading and saving games */ void drawInterface(); /** * Creates a thumbnail for the current on-screen contents */ void createThumbnail(); /** * Load a list of savegames */ static SaveStateList getSavegameList(const Common::String &target); /** * Support method that generates a savegame name * @param slot Slot number */ Common::String generateSaveName(int slot); /** * Write out the header information for a savegame */ void writeSavegameHeader(Common::OutSaveFile *out, SherlockSavegameHeader &header); /** * Read in the header information for a savegame */ static bool readSavegameHeader(Common::InSaveFile *in, SherlockSavegameHeader &header); /** * Return the index of the button the mouse is over, if any */ int getHighlightedButton() const; /** * Handle highlighting buttons */ void highlightButtons(int btnIndex); /** * Load the game in the specified slot */ void loadGame(int slot); /** * Save the game in the specified slot with the given name */ void saveGame(int slot, const Common::String &name); /** * Make sure that the selected savegame is on-screen */ bool checkGameOnScreen(int slot); /** * Prompts the user to enter a description in a given slot */ bool promptForDescription(int slot); /** * Returns true if the given save slot is empty */ bool isSlotEmpty(int slot) const; }; } // End of namespace Sherlock #endif