/*
 *  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-addon-dev-kit/include/kodi/kodi_game_types.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 KodiToAddonFuncTable_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 KodiToAddonFuncTable_Game* const m_dllStruct;
  };
}
}
