/* 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 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; void createSavegameList(); void synchronize(Common::Serializer &s); public: Common::StringArray _savegames; int _savegameIndex; SaveMode _envMode; bool _justLoaded; public: SaveManager(SherlockEngine *vm, const Common::String &target); ~SaveManager(); void drawInterface(); void createThumbnail(); static SaveStateList getSavegameList(const Common::String &target); Common::String generateSaveName(int slot); void writeSavegameHeader(Common::OutSaveFile *out, SherlockSavegameHeader &header); static bool readSavegameHeader(Common::InSaveFile *in, SherlockSavegameHeader &header); int getHighlightedButton() const; void highlightButtons(int btnIndex); void loadGame(int slot); void saveGame(int slot, const Common::String &name); bool checkGameOnScreen(int slot); bool getFilename(int slot); }; } // End of namespace Sherlock #endif