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OpenMW/apps/openmw/mwstate/statemanagerimp.hpp

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#ifndef GAME_STATE_STATEMANAGER_H
#define GAME_STATE_STATEMANAGER_H
#include <map>
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#include "../mwbase/statemanager.hpp"
#include <boost/filesystem/path.hpp>
#include "charactermanager.hpp"
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namespace MWState
{
class StateManager : public MWBase::StateManager
{
bool mQuitRequest;
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bool mAskLoadRecent;
State mState;
CharacterManager mCharacterManager;
double mTimePlayed;
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private:
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;
std::map<int, int> buildContentFileIndexMap (const ESM::ESMReader& reader) const;
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public:
StateManager (const boost::filesystem::path& saves, const std::vector<std::string>& contentFiles);
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void requestQuit() override;
bool hasQuitRequest() const override;
void askLoadRecent() override;
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State getState() const override;
void newGame (bool bypass = false) override;
///< Start a new game.
///
/// \param bypass Skip new game mechanics.
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void endGame();
void resumeGame() override;
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void deleteGame (const MWState::Character *character, const MWState::Slot *slot) override;
///< Delete a saved game slot from this character. If all save slots are deleted, the character will be deleted too.
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void saveGame (const std::string& description, const Slot *slot = nullptr) override;
///< 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"**/
void quickSave(std::string name = "Quicksave") override;
///Loads the last saved file
/** Used for quickload **/
void quickLoad() override;
void loadGame (const std::string& filepath) override;
///< 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.
void loadGame (const Character *character, const std::string &filepath) override;
///< Load a saved game file belonging to the given character.
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Character *getCurrentCharacter () override;
///< @note May return null.
CharacterIterator characterBegin() override;
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///< Any call to SaveGame and getCurrentCharacter can invalidate the returned
/// iterator.
CharacterIterator characterEnd() override;
void update(float duration);
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};
}
#endif