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/* 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.
 *
 */

/*
 * This code is based on Broken Sword 2.5 engine
 *
 * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
 *
 * Licensed under GNU GPL v2
 *
 */

#ifndef SWORD25_PERSISTENCESERVICE_H
#define SWORD25_PERSISTENCESERVICE_H

#include "sword25/kernel/common.h"

namespace Sword25 {

class PersistenceService {
public:
	PersistenceService();
	virtual ~PersistenceService();

	// -----------------------------------------------------------------------------
	// Singleton Method
	// -----------------------------------------------------------------------------

	static PersistenceService &getInstance();

	// -----------------------------------------------------------------------------
	// Interface
	// -----------------------------------------------------------------------------

	static uint getSlotCount();
	static Common::String getSavegameDirectory();

	void            reloadSlots();
	bool            isSlotOccupied(uint slotID);
	bool            isSavegameCompatible(uint slotID);
	int             getSavegameVersion(uint slotID);
	Common::String &getSavegameDescription(uint slotID);
	Common::String &getSavegameFilename(uint slotID);

	bool            saveGame(uint slotID, const Common::String &screenshotFilename);
	bool            loadGame(uint slotID);

private:
	struct Impl;
	Impl *_impl;
};

void setGameTarget(const char *target);

} // End of namespace Sword25

#endif