aboutsummaryrefslogtreecommitdiff
path: root/common/savefile.h
blob: 16b0fdbfbe9343c362bcd8495a098d6a305af3ff (plain)
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
/* 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.
 *
 * $URL$
 * $Id$
 *
 */

#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 {


/**
 * 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.
 */
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.
 */
typedef WriteStream OutSaveFile;


/**
 * The SaveFileManager is serving as a factory 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 again 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 a pointer to the single
 * SaveFileManager instances to be used.
 */
class SaveFileManager : NonCopyable {

protected:
	Error _error;
	String _errorDesc;

	/**
	 * Set some information about the last error which 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() {}

	/**
	 * Clears the last set error code and string.
	 */
	virtual void clearError() { _error = kNoError; _errorDesc.clear(); }

	/**
	 * Returns the last occurred error code. If none occurred, returns kNoError.
	 *
	 * @return A value indicating the type of the last error.
	 */
	virtual Error getError() { return _error; }

	/**
	 * Returns the last occurred error description. If none occurred, returns 0.
	 *
	 * @return A string describing the last error.
	 */
	virtual String getErrorDesc() { return _errorDesc; }

	/**
	 * Returns the last occurred error description. If none occurred, returns 0.
	 * Also clears the last error state and description.
	 *
	 * @return A string describing the last error.
	 */
	virtual String popErrorDesc();

	/**
	 * Open the savefile with the specified name in the given directory for saving.
	 * @param name	the name of the savefile
	 * @return pointer to an OutSaveFile, or NULL if an error occurred.
	 */
	virtual OutSaveFile *openForSaving(const String &name) = 0;

	/**
	 * Open the file with the specified name in the given directory for loading.
	 * @param name	the name of the savefile
	 * @return pointer to an InSaveFile, or NULL if an error occurred.
	 */
	virtual InSaveFile *openForLoading(const String &name) = 0;

	/**
	 * Removes the given savefile from the system.
	 * @param name the name of the savefile to be removed.
	 * @return true if no error occurred, false otherwise.
	 */
	virtual bool removeSavefile(const String &name) = 0;

	/**
	 * Renames the given savefile.
	 * @param oldName Old name.
	 * @param newName New name.
	 * @return true if no error occurred. false otherwise.
	 */
	virtual bool renameSavefile(const String &oldName, const String &newName);

	/**
	 * Request a list of available savegames with a given DOS-style pattern,
	 * also known as "glob" in the UNIX world. Refer to the Common::matchString()
	 * function to learn about the precise pattern format.
	 * @param pattern Pattern to match. Wildcards like * or ? are available.
	 * @return list of strings for all present file names.
	 * @see Common::matchString()
	 */
	virtual StringArray listSavefiles(const String &pattern) = 0;
};

} // End of namespace Common

#endif