/* * 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 saveload_filter.h Declaration of filters used for saving and loading savegames. */ #ifndef SAVELOAD_FILTER_H #define SAVELOAD_FILTER_H /** Interface for filtering a savegame till it is loaded. */ struct LoadFilter { /** Chained to the (savegame) filters. */ LoadFilter *chain; /** * Initialise this filter. * @param chain The next filter in this chain. */ LoadFilter(LoadFilter *chain) : chain(chain) { } /** Make sure the writers are properly closed. */ virtual ~LoadFilter() { delete this->chain; } /** * Read a given number of bytes from the savegame. * @param buf The bytes to read. * @param len The number of bytes to read. * @return The number of actually read bytes. */ virtual size_t Read(byte *buf, size_t len) = 0; /** * Reset this filter to read from the beginning of the file. */ virtual void Reset() { this->chain->Reset(); } }; /** * Instantiator for a load filter. * @param chain The next filter in this chain. * @tparam T The type of load filter to create. */ template LoadFilter *CreateLoadFilter(LoadFilter *chain) { return new T(chain); } /** Interface for filtering a savegame till it is written. */ struct SaveFilter { /** Chained to the (savegame) filters. */ SaveFilter *chain; /** * Initialise this filter. * @param chain The next filter in this chain. */ SaveFilter(SaveFilter *chain) : chain(chain) { } /** Make sure the writers are properly closed. */ virtual ~SaveFilter() { delete this->chain; } /** * Write a given number of bytes into the savegame. * @param buf The bytes to write. * @param len The number of bytes to write. */ virtual void Write(byte *buf, size_t len) = 0; /** * Prepare everything to finish writing the savegame. */ virtual void Finish() { if (this->chain != nullptr) this->chain->Finish(); } }; /** * Instantiator for a save filter. * @param chain The next filter in this chain. * @param compression_level The requested level of compression. * @tparam T The type of save filter to create. */ template SaveFilter *CreateSaveFilter(SaveFilter *chain, byte compression_level) { return new T(chain, compression_level); } #endif /* SAVELOAD_FILTER_H */