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/*
* Copyright (C) 2016-2018 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#pragma once
#include "addons/kodi-dev-kit/include/kodi/addon-instance/Game.h"
#include <string>
struct GameClient;
namespace KODI
{
namespace GAME
{
class CGameClient;
/*!
* \brief This class implements in-game saves.
*
* \details Some games do not implement state persistence on their own, but rely on the frontend for
* saving their current memory state to disk. This is mostly the case for emulators for SRAM
* (battery backed up ram on cartridges) or memory cards.
*
* Differences to save states:
* - Works only for supported games (e.g. emulated games with SRAM support)
* - Often works emulator independent (and can be used to start a game with one emulator and
* continue with another)
* - Visible in-game (e.g. in-game save game selection menus)
*/
class CGameClientInGameSaves
{
public:
/*!
* \brief Constructor.
* \param addon The game client implementation.
* \param dllStruct The emulator or game for which the in-game saves are processed.
*/
CGameClientInGameSaves(CGameClient* addon, const AddonInstance_Game* dllStruct);
/*!
* \brief Load in-game data.
*/
void Load();
/*!
* \brief Save in-game data.
*/
void Save();
private:
std::string GetPath(GAME_MEMORY memoryType);
void Load(GAME_MEMORY memoryType);
void Save(GAME_MEMORY memoryType);
const CGameClient* const m_gameClient;
const AddonInstance_Game* const m_dllStruct;
};
} // namespace GAME
} // namespace KODI
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