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98 lines
3.3 KiB
C++
98 lines
3.3 KiB
C++
#ifndef GAME_STATE_STATEMANAGER_H
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#define GAME_STATE_STATEMANAGER_H
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#include <filesystem>
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#include <map>
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#include "../mwbase/statemanager.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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bool mNewGameRequest = false;
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std::optional<std::filesystem::path> mLoadRequest;
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State mState;
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CharacterManager mCharacterManager;
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double mTimePlayed;
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std::filesystem::path mLastSavegame;
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private:
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void cleanup(bool force = false);
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void printSavegameFormatError(const std::string& exceptionText, const std::string& messageBoxText);
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bool confirmLoading(const std::vector<std::string_view>& missingFiles) 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 std::filesystem::path& saves, const std::vector<std::string>& contentFiles);
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void requestQuit() override;
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bool hasQuitRequest() const override;
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void askLoadRecent() override;
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void requestNewGame() override { mNewGameRequest = true; }
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void requestLoad(const std::filesystem::path& filepath) override { mLoadRequest = filepath; }
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State getState() const override;
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void newGame(bool bypass = false) override;
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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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void endGame();
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void resumeGame() override;
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void deleteGame(const MWState::Character* character, const MWState::Slot* slot) override;
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///< Delete a saved game slot from this character. If all save slots are deleted, the character will be deleted
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///< too.
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void saveGame(std::string_view description, const Slot* slot = nullptr) override;
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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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void quickSave(std::string name = "Quicksave") override;
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/// Loads the last saved file
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/** Used for quickload **/
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void quickLoad() override;
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void loadGame(const std::filesystem::path& filepath) override;
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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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void loadGame(const Character* character, const std::filesystem::path& filepath) override;
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///< Load a saved game file belonging to the given character.
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Character* getCurrentCharacter() override;
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///< @note May return null.
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CharacterIterator characterBegin() override;
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///< Any call to SaveGame and getCurrentCharacter can invalidate the returned
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/// iterator.
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CharacterIterator characterEnd() override;
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void update(float duration);
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};
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}
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#endif
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