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91 lines
2.6 KiB
C++
91 lines
2.6 KiB
C++
#ifndef GAME_MWSTATE_STATEMANAGER_H
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#define GAME_MWSTATE_STATEMANAGER_H
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#include <filesystem>
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#include <list>
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#include <string>
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namespace MWState
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{
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struct Slot;
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class Character;
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}
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namespace MWBase
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{
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/// \brief Interface for game state manager (implemented in MWState)
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class StateManager
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{
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public:
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enum State
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{
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State_NoGame,
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State_Ended,
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State_Running
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};
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typedef std::list<MWState::Character>::const_iterator CharacterIterator;
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private:
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StateManager(const StateManager&);
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///< not implemented
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StateManager& operator=(const StateManager&);
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///< not implemented
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public:
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StateManager() {}
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virtual ~StateManager() {}
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virtual void requestQuit() = 0;
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virtual bool hasQuitRequest() const = 0;
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virtual void askLoadRecent() = 0;
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virtual State getState() const = 0;
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virtual void newGame(bool bypass = false) = 0;
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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 resumeGame() = 0;
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virtual void deleteGame(const MWState::Character* character, const MWState::Slot* slot) = 0;
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virtual void saveGame(const std::string& description, const MWState::Slot* slot = nullptr) = 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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virtual void loadGame(const std::filesystem::path& filepath) = 0;
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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 MWState::Character* character, const std::filesystem::path& filepath) = 0;
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///< Load a saved game file belonging to the given character.
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/// Simple saver, writes over the file if already existing
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/** Used for quick save and autosave **/
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virtual void quickSave(std::string = "Quicksave") = 0;
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/// Simple loader, loads the last saved file
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/** Used for quickload **/
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virtual void quickLoad() = 0;
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virtual MWState::Character* getCurrentCharacter() = 0;
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///< @note May return null.
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virtual CharacterIterator characterBegin() = 0;
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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() = 0;
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};
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}
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#endif
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