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41fc5660e5
* IQM enhancements * config storage in Users * moving of savegame filename generation to the backend
64 lines
1.8 KiB
C++
64 lines
1.8 KiB
C++
#pragma once
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#include "zstring.h"
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#include "tarray.h"
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class FGameTexture;
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class FSerializer;
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// The savegame manager contains too much code that is game specific. Parts are shareable but need more work first.
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struct FSaveGameNode
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{
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FString SaveTitle;
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FString Filename;
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bool bOldVersion = false;
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bool bMissingWads = false;
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bool bNoDelete = false;
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};
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struct FSavegameManagerBase
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{
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protected:
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TArray<FSaveGameNode*> SaveGames;
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FSaveGameNode NewSaveNode;
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int LastSaved = -1;
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int LastAccessed = -1;
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FGameTexture *SavePic = nullptr;
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public:
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int WindowSize = 0;
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FString SaveCommentString;
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FSaveGameNode *quickSaveSlot = nullptr;
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virtual ~FSavegameManagerBase();
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protected:
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int InsertSaveNode(FSaveGameNode *node);
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virtual void PerformSaveGame(const char *fn, const char *sgdesc) = 0;
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virtual void PerformLoadGame(const char *fn, bool) = 0;
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virtual FString ExtractSaveComment(FSerializer &arc) = 0;
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virtual FString BuildSaveName(const char* prefix, int slot) = 0;
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public:
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void NotifyNewSave(const FString &file, const FString &title, bool okForQuicksave, bool forceQuicksave);
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void ClearSaveGames();
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virtual void ReadSaveStrings() = 0;
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void UnloadSaveData();
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int RemoveSaveSlot(int index);
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void LoadSavegame(int Selected);
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void DoSave(int Selected, const char *savegamestring);
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unsigned ExtractSaveData(int index);
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void ClearSaveStuff();
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bool DrawSavePic(int x, int y, int w, int h);
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void DrawSaveComment(FFont *font, int cr, int x, int y, int scalefactor);
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void SetFileInfo(int Selected);
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unsigned SavegameCount();
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FSaveGameNode *GetSavegame(int i);
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void InsertNewSaveNode();
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bool RemoveNewSaveNode();
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};
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extern FString SavegameFolder; // specifies a subdirectory for the current IWAD.
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FString G_GetSavegamesFolder();
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FString G_BuildSaveName(const char* prefix);
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