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lines changed Original file line number Diff line number Diff line change @@ -850,6 +850,8 @@ int Scene::SaveData(std::string pathBase, bool doAsyncSaves) {
850850std::vector<SceneLayerInfo> Scene::GetCopiedSceneLayerBitmaps () {
851851 std::vector<SceneLayerInfo> layerInfos;
852852
853+ // TODO- implement this. Basically just copy each scene layer to the vector
854+ // This is for saving- we block to copy these layers, but it means the actual saving (compression, write to disk etc) can be done async
853855 /*
854856 // Save Terrain's data
855857 m_pTerrain
Original file line number Diff line number Diff line change @@ -82,6 +82,8 @@ bool ActivityMan::SaveCurrentGame(const std::string& fileName) {
8282 return false ;
8383 }
8484
85+ // THIS BLOCK OF CODE NEEDS ZIPPIFIED!
86+ /*
8587 // TODO, save to a zip instead of a directory
8688 std::filesystem::create_directory(g_PresetMan.GetFullModulePath(c_UserScriptedSavesModuleName) + "/" + fileName);
8789
@@ -90,6 +92,7 @@ bool ActivityMan::SaveCurrentGame(const std::string& fileName) {
9092 g_ConsoleMan.PrintString("ERROR: Failed to save scene bitmaps while saving!");
9193 return false;
9294 }
95+ */
9396
9497 // We need a copy of our scene, because we have to do some fixup to remove PLACEONLOAD items and only keep the current MovableMan state.
9598 std::unique_ptr<Scene> modifiableScene (dynamic_cast <Scene*>(scene->Clone ()));
@@ -165,6 +168,8 @@ bool ActivityMan::SaveCurrentGame(const std::string& fileName) {
165168bool ActivityMan::LoadAndLaunchGame (const std::string& fileName) {
166169 m_SaveGameTask.wait ();
167170
171+ // TODO- this needs to load a zip!
172+
168173 std::string saveFilePath = g_PresetMan.GetFullModulePath (c_UserScriptedSavesModuleName) + " /" + fileName + " /Save.ini" ;
169174
170175 if (!std::filesystem::exists (saveFilePath)) {
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