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92 lines
3.0 KiB
C++
92 lines
3.0 KiB
C++
#ifndef GAME_STATE_STATEMANAGER_H
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#define GAME_STATE_STATEMANAGER_H
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#include <map>
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#include "../mwbase/statemanager.hpp"
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#include <boost/filesystem/path.hpp>
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#include "charactermanager.hpp"
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namespace MWState
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{
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class StateManager : public MWBase::StateManager
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{
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bool mQuitRequest;
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bool mAskLoadRecent;
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State mState;
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CharacterManager mCharacterManager;
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double mTimePlayed;
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private:
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void cleanup (bool force = false);
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bool verifyProfile (const ESM::SavedGame& profile) const;
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void writeScreenshot (std::vector<char>& imageData) const;
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std::map<int, int> buildContentFileIndexMap (const ESM::ESMReader& reader) const;
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public:
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StateManager (const boost::filesystem::path& saves, const std::string& game);
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virtual void requestQuit();
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virtual bool hasQuitRequest() const;
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virtual void askLoadRecent();
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virtual State getState() const;
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virtual void newGame (bool bypass = false);
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///< Start a new game.
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///
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/// \param bypass Skip new game mechanics.
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virtual void endGame();
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virtual void resumeGame();
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virtual void deleteGame (const MWState::Character *character, const MWState::Slot *slot);
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///< Delete a saved game slot from this character. If all save slots are deleted, the character will be deleted too.
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virtual void saveGame (const std::string& description, const Slot *slot = 0);
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///< Write a saved game to \a slot or create a new slot if \a slot == 0.
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///
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/// \note Slot must belong to the current character.
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///Saves a file, using supplied filename, overwritting if needed
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/** This is mostly used for quicksaving and autosaving, for they use the same name over and over again
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\param name Name of save, defaults to "Quicksave"**/
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virtual void quickSave(std::string name = "Quicksave");
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///Loads the last saved file
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/** Used for quickload **/
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virtual void quickLoad();
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virtual void loadGame (const std::string& filepath);
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///< Load a saved game directly from the given file path. This will search the CharacterManager
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/// for a Character containing this save file, and set this Character current if one was found.
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/// Otherwise, a new Character will be created.
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virtual void loadGame (const Character *character, const std::string &filepath);
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///< Load a saved game file belonging to the given character.
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virtual Character *getCurrentCharacter ();
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///< @note May return null.
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virtual CharacterIterator characterBegin();
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///< Any call to SaveGame and getCurrentCharacter can invalidate the returned
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/// iterator.
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virtual CharacterIterator characterEnd();
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virtual void update (float duration);
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};
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}
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#endif
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