102 lines
3.6 KiB
C++
102 lines
3.6 KiB
C++
/* Copyright (C) 2016 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. 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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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_SAVEDGAME
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#define INCLUDED_SAVEDGAME
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#include "scriptinterface/ScriptInterface.h"
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class CSimulation2;
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class CGUIManager;
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/**
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* @file
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* Contains functions for managing saved game archives.
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*
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* A saved game is simply a zip archive with the extension '0adsave'
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* and containing two files:
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* <ul>
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* <li>metadata.json - JSON data file containing the game metadata</li>
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* <li>simulation.dat - the serialized simulation state data</li>
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* </ul>
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*/
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namespace SavedGames
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{
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/**
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* Create new saved game archive with given name and simulation data
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*
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* @param name Name to save the game with
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* @param description A user-given description of the save
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* @param simulation
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* @param guiMetadataClone if not NULL, store some UI-related data with the saved game
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* @return INFO::OK if successfully saved, else an error Status
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*/
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Status Save(const CStrW& name, const CStrW& description, CSimulation2& simulation, const shared_ptr<ScriptInterface::StructuredClone>& guiMetadataClone);
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/**
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* Create new saved game archive with given prefix and simulation data
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*
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* @param prefix Create new numbered file starting with this prefix
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* @param description A user-given description of the save
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* @param simulation
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* @param guiMetadataClone if not NULL, store some UI-related data with the saved game
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* @return INFO::OK if successfully saved, else an error Status
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*/
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Status SavePrefix(const CStrW& prefix, const CStrW& description, CSimulation2& simulation, const shared_ptr<ScriptInterface::StructuredClone>& guiMetadataClone);
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/**
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* Load saved game archive with the given name
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*
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* @param name filename of saved game (without path or extension)
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* @param scriptInterface
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* @param[out] metadata object containing metadata associated with saved game,
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* parsed from metadata.json inside the archive.
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* @param[out] savedState serialized simulation state stored as string of bytes,
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* loaded from simulation.dat inside the archive.
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* @return INFO::OK if successfully loaded, else an error Status
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*/
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Status Load(const std::wstring& name, ScriptInterface& scriptInterface, JS::MutableHandleValue metadata, std::string& savedState);
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/**
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* Get list of saved games for GUI script usage
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*
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* @param scriptInterface the ScriptInterface in which to create the return data.
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* @return array of objects containing saved game data
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*/
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JS::Value GetSavedGames(ScriptInterface& scriptInterface);
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/**
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* Permanently deletes the saved game archive with the given name
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*
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* @param name filename of saved game (without path or extension)
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* @return true if deletion was successful, or false on error
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*/
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bool DeleteSavedGame(const std::wstring& name);
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/**
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* Gets info (version and mods loaded) on the running engine
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*
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* @param scriptInterface the ScriptInterface in which to create the return data.
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* @return list of objects containing saved game data
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*/
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JS::Value GetEngineInfo(ScriptInterface& scriptInterface);
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}
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#endif // INCLUDED_SAVEDGAME
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