/* Copyright (C) 2018 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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. * * 0 A.D. 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 0 A.D. If not, see . */ #ifndef INCLUDED_SAVEDGAME #define INCLUDED_SAVEDGAME #include "scriptinterface/ScriptInterface.h" class CSimulation2; class CGUIManager; /** * @file * Contains functions for managing saved game archives. * * A saved game is simply a zip archive with the extension '0adsave' * and containing two files: * */ namespace SavedGames { /** * Create new saved game archive with given name and simulation data * * @param name Name to save the game with * @param description A user-given description of the save * @param simulation * @param guiMetadataClone if not NULL, store some UI-related data with the saved game * @return INFO::OK if successfully saved, else an error Status */ Status Save(const CStrW& name, const CStrW& description, CSimulation2& simulation, const shared_ptr& guiMetadataClone); /** * Create new saved game archive with given prefix and simulation data * * @param prefix Create new numbered file starting with this prefix * @param description A user-given description of the save * @param simulation * @param guiMetadataClone if not NULL, store some UI-related data with the saved game * @return INFO::OK if successfully saved, else an error Status */ Status SavePrefix(const CStrW& prefix, const CStrW& description, CSimulation2& simulation, const shared_ptr& guiMetadataClone); /** * Load saved game archive with the given name * * @param name filename of saved game (without path or extension) * @param scriptInterface * @param[out] metadata object containing metadata associated with saved game, * parsed from metadata.json inside the archive. * @param[out] savedState serialized simulation state stored as string of bytes, * loaded from simulation.dat inside the archive. * @return INFO::OK if successfully loaded, else an error Status */ Status Load(const std::wstring& name, const ScriptInterface& scriptInterface, JS::MutableHandleValue metadata, std::string& savedState); /** * Get list of saved games for GUI script usage * * @param scriptInterface the ScriptInterface in which to create the return data. * @return array of objects containing saved game data */ JS::Value GetSavedGames(const ScriptInterface& scriptInterface); /** * Permanently deletes the saved game archive with the given name * * @param name filename of saved game (without path or extension) * @return true if deletion was successful, or false on error */ bool DeleteSavedGame(const std::wstring& name); } #endif // INCLUDED_SAVEDGAME