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openmw-tes3coop/apps/openmw/mwstate/statemanagerimp.hpp

92 lines
3.0 KiB
C++

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