These are useful in cases where the files can be used in the original interpreters (such as the exported characters from QFG), in order to avoid confusion in cases where the users are unaware that these saves are compressed and are trying to load them in the original interpreters.
59 lines
2.1 KiB
C++
59 lines
2.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#if !defined(BACKEND_SAVES_DEFAULT_H) && !defined(DISABLE_DEFAULT_SAVEFILEMANAGER)
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#define BACKEND_SAVES_DEFAULT_H
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#include "common/scummsys.h"
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#include "common/savefile.h"
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#include "common/str.h"
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#include "common/fs.h"
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/**
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* Provides a default savefile manager implementation for common platforms.
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*/
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class DefaultSaveFileManager : public Common::SaveFileManager {
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public:
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DefaultSaveFileManager();
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DefaultSaveFileManager(const Common::String &defaultSavepath);
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virtual Common::StringArray listSavefiles(const Common::String &pattern);
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virtual Common::InSaveFile *openForLoading(const Common::String &filename);
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virtual Common::OutSaveFile *openForSaving(const Common::String &filename, bool compress = true);
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virtual bool removeSavefile(const Common::String &filename);
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protected:
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/**
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* Get the path to the savegame directory.
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* Should only be used internally since some platforms
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* might implement savefiles in a completely different way.
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*/
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virtual Common::String getSavePath() const;
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/**
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* Checks the given path for read access, existence, etc.
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* Sets the internal error and error message accordingly.
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*/
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virtual void checkPath(const Common::FSNode &dir);
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};
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#endif
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