1
0
mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-09 21:42:13 +00:00
OpenMW/apps/openmw/mwstate/statemanagerimp.hpp
2022-09-22 21:35:26 +03:00

90 lines
2.9 KiB
C++

#ifndef GAME_STATE_STATEMANAGER_H
#define GAME_STATE_STATEMANAGER_H
#include <filesystem>
#include <map>
#include "../mwbase/statemanager.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 std::filesystem::path& saves, const std::vector<std::string>& contentFiles);
void requestQuit() override;
bool hasQuitRequest() const override;
void askLoadRecent() override;
State getState() const override;
void newGame(bool bypass = false) override;
///< Start a new game.
///
/// \param bypass Skip new game mechanics.
void endGame();
void resumeGame() override;
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.
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::filesystem::path& 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::filesystem::path& filepath) override;
///< Load a saved game file belonging to the given character.
Character* getCurrentCharacter() override;
///< @note May return null.
CharacterIterator characterBegin() override;
///< Any call to SaveGame and getCurrentCharacter can invalidate the returned
/// iterator.
CharacterIterator characterEnd() override;
void update(float duration);
};
}
#endif