Files
UnrealEngineUWP/Engine/Source/Runtime/IOS/IOSPlatformFeatures/Private/IOSSaveGameSystem.cpp

80 lines
2.1 KiB
C++
Raw Normal View History

// Copyright Epic Games, Inc. All Rights Reserved.
#include "IOSSaveGameSystem.h"
#include "GameDelegates.h"
DEFINE_LOG_CATEGORY_STATIC(LogIOSSaveGame, Log, All);
//
// Implementation members
//
FIOSSaveGameSystem::FIOSSaveGameSystem()
{
Initialize();
}
FIOSSaveGameSystem::~FIOSSaveGameSystem()
{
Shutdown();
}
void FIOSSaveGameSystem::Initialize()
{
}
void FIOSSaveGameSystem::Shutdown()
{
}
ISaveGameSystem::ESaveExistsResult FIOSSaveGameSystem::DoesSaveGameExistWithResult(const TCHAR* Name, const int32 UserIndex)
{
if (IFileManager::Get().FileSize(*GetSaveGamePath(Name)) >= 0)
{
return ESaveExistsResult::OK;
}
return ESaveExistsResult::DoesNotExist;
}
bool FIOSSaveGameSystem::SaveGameNoCloud(const TCHAR* Name, const TArray<uint8>& Data)
{
return FFileHelper::SaveArrayToFile(Data, *GetSaveGamePath(Name));
}
bool FIOSSaveGameSystem::SaveGame(bool bAttemptToUseUI, const TCHAR* Name, const int32 UserIndex, const TArray<uint8>& Data)
{
// send to the iCloud, if enabled
OnWriteUserCloudFileBeginDelegate.ExecuteIfBound(FString(Name), Data);
return FFileHelper::SaveArrayToFile(Data, *GetSaveGamePath(Name));
}
bool FIOSSaveGameSystem::LoadGame(bool bAttemptToUseUI, const TCHAR* Name, const int32 UserIndex, TArray<uint8>& Data)
{
// try to read it from the iCloud, if enabled
OnReadUserCloudFileBeginDelegate.ExecuteIfBound(FString(Name), Data);
if (Data.Num() > 0)
{
// we've received data from the iCloud, the save file was overwritten
return true;
}
// no iCloud data, read from the local storage
return FFileHelper::LoadFileToArray(Data, *GetSaveGamePath(Name));
}
bool FIOSSaveGameSystem::DeleteGame(bool bAttemptToUseUI, const TCHAR* Name, const int32 UserIndex)
{
// delete the file from the iCloud
OnDeleteUserCloudFileBeginDelegate.ExecuteIfBound(FString(Name));
// delete the file from the local storage
return IFileManager::Get().Delete(*GetSaveGamePath(Name), true, false, !bAttemptToUseUI);
}
FString FIOSSaveGameSystem::GetSaveGamePath(const TCHAR* Name)
{
return FString::Printf(TEXT("%s""SaveGames/%s.sav"), *FPaths::ProjectSavedDir(), Name);
}