0ad/source/ps/SavedGame.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

92 lines
3.3 KiB
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/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_SAVEDGAME
#define INCLUDED_SAVEDGAME
#include "ps/CStr.h"
#include "scriptinterface/StructuredClone.h"
class CSimulation2;
/**
* @file
* Contains functions for managing saved game archives.
*
* A saved game is simply a zip archive with the extension '0adsave'
* and containing two files:
* <ul>
* <li>metadata.json - JSON data file containing the game metadata</li>
* <li>simulation.dat - the serialized simulation state data</li>
* </ul>
*/
namespace SavedGames
{
/**
* Create new saved game archive with given name and simulation data
*
* @param name Name to save the game with
* @param description A user-given description of the save
* @param simulation
* @param guiMetadataClone if not NULL, store some UI-related data with the saved game
* @return INFO::OK if successfully saved, else an error Status
*/
Status Save(const CStrW& name, const CStrW& description, CSimulation2& simulation, const Script::StructuredClone& guiMetadataClone);
/**
* Create new saved game archive with given prefix and simulation data
*
* @param prefix Create new numbered file starting with this prefix
* @param description A user-given description of the save
* @param simulation
* @param guiMetadataClone if not NULL, store some UI-related data with the saved game
* @return INFO::OK if successfully saved, else an error Status
*/
Status SavePrefix(const CStrW& prefix, const CStrW& description, CSimulation2& simulation, const Script::StructuredClone& guiMetadataClone);
/**
* Load saved game archive with the given name
*
* @param name filename of saved game (without path or extension)
* @param scriptInterface
* @param[out] metadata object containing metadata associated with saved game,
* parsed from metadata.json inside the archive.
* @param[out] savedState serialized simulation state stored as string of bytes,
* loaded from simulation.dat inside the archive.
* @return INFO::OK if successfully loaded, else an error Status
*/
Status Load(const std::wstring& name, const ScriptInterface& scriptInterface, JS::MutableHandleValue metadata, std::string& savedState);
/**
* Get list of saved games for GUI script usage
*
* @param scriptInterface the ScriptInterface in which to create the return data.
* @return array of objects containing saved game data
*/
JS::Value GetSavedGames(const ScriptInterface& scriptInterface);
/**
* Permanently deletes the saved game archive with the given name
*
* @param name filename of saved game (without path or extension)
* @return true if deletion was successful, or false on error
*/
bool DeleteSavedGame(const std::wstring& name);
}
#endif // INCLUDED_SAVEDGAME