/* $Id$ */ /* * This file is part of OpenTTD. * OpenTTD 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, version 2. * OpenTTD 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 OpenTTD. If not, see . */ /** @file fios.h Declarations for savegames operations */ #ifndef FIOS_H #define FIOS_H #include "gfx_type.h" #include "company_base.h" #include "newgrf_config.h" #include "network/core/tcp_content.h" /** Special values for save-load window for the data parameter of #InvalidateWindowData. */ enum SaveLoadInvalidateWindowData { SLIWD_RESCAN_FILES, ///< Rescan all files (when changed directory, ...) SLIWD_SELECTION_CHANGES, ///< File selection has changed (user click, ...) SLIWD_FILTER_CHANGES, ///< The filename filter has changed (via the editbox) }; typedef SmallMap CompanyPropertiesMap; /** * Container for loading in mode SL_LOAD_CHECK. */ struct LoadCheckData { bool checkable; ///< True if the savegame could be checked by SL_LOAD_CHECK. (Old savegames are not checkable.) StringID error; ///< Error message from loading. INVALID_STRING_ID if no error. char *error_data; ///< Data to pass to SetDParamStr when displaying #error. uint32 map_size_x, map_size_y; Date current_date; GameSettings settings; CompanyPropertiesMap companies; ///< Company information. GRFConfig *grfconfig; ///< NewGrf configuration from save. GRFListCompatibility grf_compatibility; ///< Summary state of NewGrfs, whether missing files or only compatible found. struct LoggedAction *gamelog_action; ///< Gamelog actions uint gamelog_actions; ///< Number of gamelog actions LoadCheckData() : error_data(NULL), grfconfig(NULL), grf_compatibility(GLC_NOT_FOUND), gamelog_action(NULL), gamelog_actions(0) { this->Clear(); } /** * Don't leak memory at program exit */ ~LoadCheckData() { this->Clear(); } /** * Check whether loading the game resulted in errors. * @return true if errors were encountered. */ bool HasErrors() { return this->checkable && this->error != INVALID_STRING_ID; } /** * Check whether the game uses any NewGrfs. * @return true if NewGrfs are used. */ bool HasNewGrfs() { return this->checkable && this->error == INVALID_STRING_ID && this->grfconfig != NULL; } void Clear(); }; extern LoadCheckData _load_check_data; enum FileSlots { /** * Slot used for the GRF scanning and such. * This slot is used for all temporary accesses to files when scanning/testing files, * and thus cannot be used for files, which are continuously accessed during a game. */ CONFIG_SLOT = 0, /** Slot for the sound. */ SOUND_SLOT = 1, /** First slot usable for (New)GRFs used during the game. */ FIRST_GRF_SLOT = 2, /** Maximum number of slots. */ MAX_FILE_SLOTS = 128, }; /** Deals with finding savegames */ struct FiosItem { FiosType type; uint64 mtime; char title[64]; char name[MAX_PATH]; }; /** List of file information. */ class FileList { public: ~FileList(); /** * Construct a new entry in the file list. * @return Pointer to the new items to be initialized. */ inline FiosItem *Append() { return this->files.Append(); } /** * Get the number of files in the list. * @return The number of files stored in the list. */ inline uint Length() const { return this->files.size(); } /** * Get a pointer to the first file information. * @return Address of the first file information. */ inline const FiosItem *Begin() const { return this->files.Begin(); } /** * Get a pointer behind the last file information. * @return Address behind the last file information. */ inline const FiosItem *End() const { return this->files.End(); } /** * Get a pointer to the indicated file information. File information must exist. * @return Address of the indicated existing file information. */ inline const FiosItem *Get(uint index) const { return this->files.data() + index; } /** * Get a pointer to the indicated file information. File information must exist. * @return Address of the indicated existing file information. */ inline FiosItem *Get(uint index) { return this->files.data() + index; } inline const FiosItem &operator[](uint index) const { return this->files[index]; } /** * Get a reference to the indicated file information. File information must exist. * @return The requested file information. */ inline FiosItem &operator[](uint index) { return this->files[index]; } /** Remove all items from the list. */ inline void Clear() { this->files.clear(); } /** Compact the list down to the smallest block size boundary. */ inline void Compact() { this->files.shrink_to_fit(); } void BuildFileList(AbstractFileType abstract_filetype, SaveLoadOperation fop); const FiosItem *FindItem(const char *file); SmallVector files; ///< The list of files. }; enum SortingBits { SORT_ASCENDING = 0, SORT_DESCENDING = 1, SORT_BY_DATE = 0, SORT_BY_NAME = 2 }; DECLARE_ENUM_AS_BIT_SET(SortingBits) /* Variables to display file lists */ extern SortingBits _savegame_sort_order; void ShowSaveLoadDialog(AbstractFileType abstract_filetype, SaveLoadOperation fop); void FiosGetSavegameList(SaveLoadOperation fop, FileList &file_list); void FiosGetScenarioList(SaveLoadOperation fop, FileList &file_list); void FiosGetHeightmapList(SaveLoadOperation fop, FileList &file_list); const char *FiosBrowseTo(const FiosItem *item); StringID FiosGetDescText(const char **path, uint64 *total_free); bool FiosDelete(const char *name); void FiosMakeHeightmapName(char *buf, const char *name, const char *last); void FiosMakeSavegameName(char *buf, const char *name, const char *last); FiosType FiosGetSavegameListCallback(SaveLoadOperation fop, const char *file, const char *ext, char *title, const char *last); int CDECL CompareFiosItems(const FiosItem *a, const FiosItem *b); #endif /* FIOS_H */