The Save/Load scene.
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#include <SceneFile.h>
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void | saveFile (int saveId) |
| Built-in RM2k3 function to save the current game's data to a file.
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void | loadFile (int saveId) |
| DynRPG function to load a particular save file, and properly draw the resulting scene.
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void | loadFileUnpatch () |
| DynRPG function to finish loading a particular save file.
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void | loadFileSimple (int saveId) |
| Built-in RM2k3 function to load a particular save file, but does NOT redraw the scene afterwards.
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static bool | doesSaveExist (int saveId) |
| Built-in RM2k3 function to check whether a save file exists or not.
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void * | AuroraBoard1 |
| Not even a little bit implemented...
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void * | AuroraBoard2 |
| Not even a little bit implemented...
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bool | initialized |
| Has the enter hero name scene initialized?
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Window * | winInfo |
| The info window (very top)
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WindowSaveFile * | winFile [15] |
| The actual file windows.
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FileSceneMode_T | mode |
| The mode of the scene (save or load)
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bool | fromMenu |
| Set to true to return to the main menu.
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int | timesScrolled |
| Times scrolled down?
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int | cursorPosition |
| The position of the cursor.
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int | timer |
| Some kind of timer?
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int | scrollCounter |
| For scrolling the windows?
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The Save/Load scene.
- See also
- RPG::saveLoad
◆ doesSaveExist()
static bool RPG::SceneFile::doesSaveExist |
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int | saveId | ) |
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Built-in RM2k3 function to check whether a save file exists or not.
- Parameters
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saveId | The save ID to check for (can be greater than 15) |
- Returns
- true of the save exists, false otherwise
◆ loadFile()
void RPG::SceneFile::loadFile |
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int | saveId | ) |
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DynRPG function to load a particular save file, and properly draw the resulting scene.
- Parameters
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saveId | The save ID to check for (can be greater than 15) |
- Note
- loadFileUnpatch() must be called onLoadGame after this is called in the same plugin Can be called outside of the actual File scene.
◆ loadFileSimple()
void RPG::SceneFile::loadFileSimple |
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int | saveId | ) |
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Built-in RM2k3 function to load a particular save file, but does NOT redraw the scene afterwards.
- Parameters
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saveId | The save ID to check for (can be greater than 15) |
- Note
- Can be called outside of the actual File scene. Music, screen and events do not get updated to the newly loaded file. Starts player from FileScene instead of the Map.
- Warning
- Incompatible with Cherry's SaveLoad patch. Experimental!
◆ loadFileUnpatch()
void RPG::SceneFile::loadFileUnpatch |
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DynRPG function to finish loading a particular save file.
- Precondition
- loadFile(int) must have been called prior to this being called
- Note
- this function must be called onLoadGame in the plugin that calls loadFile(int)
- Warning
- It's not recommended to use this for anything else! Please check if SaveXX.lsd exists before loading.
◆ saveFile()
void RPG::SceneFile::saveFile |
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int | saveId | ) |
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Built-in RM2k3 function to save the current game's data to a file.
- Parameters
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saveId | The save ID to check for (can be greater than 15) |
- Note
- Can be called outside of the actual File scene. Menus, fades, transitions must be handled separately by the plugin!
The documentation for this class was generated from the following file:
- include/DynRPG/SceneFile.h