/*
Copyright (C) 2012 Sebastian Herbord. All rights reserved.
This file is part of Mod Organizer.
Mod Organizer 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 3 of the License, or
(at your option) any later version.
Mod Organizer 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 Mod Organizer. If not, see .
*/
#ifndef SAVEGAME_H
#define SAVEGAME_H
#include
#include
#include
#include
#include
#include
#define WIN32_LEAN_AND_MEAN
#include
/**
* @brief represents a single save game
**/
class SaveGame : public QObject {
Q_OBJECT
public:
/**
* @brief construct an empty object
**/
SaveGame(QObject *parent = 0);
/**
* @brief construct a save game and immediately read out information from the file
*
* @param filename absolute path of the save game file
**/
SaveGame(QObject *parent, const QString &filename);
SaveGame(const SaveGame& reference);
SaveGame& operator=(const SaveGame &reference);
~SaveGame();
/**
* @brief read out information from a savegame
*
* @param fileName absolute path of the save game file
**/
virtual void readFile(const QString) { }
/**
* @return filename of this savegame
*/
const QString &fileName() const { return m_FileName; }
/**
* @return a list of additional files that belong to this savegame
*/
virtual QStringList attachedFiles() const;
/**
* @return a list of all files that belong to this savegame
*/
virtual QStringList saveFiles() const;
/**
* @return name of the player character
**/
const QString &pcName() const { return m_PCName; }
/**
* @return level of the player character
**/
unsigned short pcLevel() const { return m_PCLevel; }
/**
* @return location of the player character
**/
const QString &pcLocation() const { return m_PCLocation; }
/**
* @return index of the save game
**/
unsigned long saveNumber() const { return m_SaveNumber; }
/**
* @return creation time of the save game
**/
SYSTEMTIME creationTime() const { return m_CreationTime; }
/**
* @return screenshot in the savegame
**/
const QImage &screenshot() const { return m_Screenshot; }
private:
void setCreationTime(const QString &fileName);
protected:
QString m_FileName;
QString m_PCName;
unsigned short m_PCLevel;
QString m_PCLocation;
unsigned long m_SaveNumber;
SYSTEMTIME m_CreationTime;
QImage m_Screenshot;
};
#endif // SAVEGAME_H