Remove exposed parameter and private member for bzip2 compression.
For now, just pull it directly from preferences. Whether we should emulate compress_saves or make compress_saves work the same way is a different concern.
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00b0352b4e
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4121b0780e
3 changed files with 5 additions and 7 deletions
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@ -1132,7 +1132,7 @@ void play_controller::expand_autosaves(std::vector<std::string>& items)
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std::vector<std::string> newsaves;
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for (unsigned int turn = this->turn(); turn != 0; turn--) {
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std::string name = gamestate_.classification().label + "-" + _("Auto-Save") + lexical_cast<std::string>(turn);
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if (savegame::save_game_exists(name, preferences::compress_saves(), preferences::bzip2_savegame_compression())) {
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if (savegame::save_game_exists(name, preferences::compress_saves())) {
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if(preferences::compress_saves()) {
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newsaves.push_back(name + (preferences::bzip2_savegame_compression() ? ".bz2" : ".gz"));
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} else {
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@ -1143,7 +1143,7 @@ void play_controller::expand_autosaves(std::vector<std::string>& items)
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}
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const std::string& start_name = gamestate_.classification().label;
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if(savegame::save_game_exists(start_name, preferences::compress_saves(), preferences::bzip2_savegame_compression())) {
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if(savegame::save_game_exists(start_name, preferences::compress_saves())) {
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if(preferences::compress_saves()) {
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newsaves.push_back(start_name + (preferences::bzip2_savegame_compression() ? ".bz2" : ".gz"));
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} else {
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@ -447,7 +447,7 @@ void read_save_file(const std::string& name, config& cfg, std::string* error_log
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}
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}
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bool save_game_exists(const std::string& name, bool compress_saves, bool bzip2_savegame_compression)
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bool save_game_exists(const std::string& name, bool compress_saves)
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{
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std::string fname = name;
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replace_space2underbar(fname);
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@ -883,7 +883,7 @@ int savegame::show_save_dialog(CVideo& video, const std::string& message, const
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bool savegame::check_overwrite(CVideo& video)
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{
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std::string filename = filename_;
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if (save_game_exists(filename, compress_saves_, bzip2_savegame_compression_)) {
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if (save_game_exists(filename, compress_saves_)) {
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std::stringstream message;
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message << _("Save already exists. Do you want to overwrite it?") << "\n" << _("Name: ") << filename;
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int retval = gui2::show_message(video, _("Overwrite?"), message.str(), gui2::tmessage::yes_no_buttons);
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@ -64,7 +64,7 @@ std::vector<save_info> get_saves_list(const std::string* dir = NULL, const std::
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void read_save_file(const std::string& name, config& cfg, std::string* error_log);
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/** Returns true if there is already a savegame with that name. */
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bool save_game_exists(const std::string& name, bool compress_saves, bool bzip2_savegame_compression);
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bool save_game_exists(const std::string& name, bool compress_saves);
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/** Delete all autosaves of a certain scenario. */
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void clean_saves(const std::string& label);
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@ -224,8 +224,6 @@ private:
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bool show_confirmation_; /** Determines if a confirmation of successful saving the game is shown. */
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bool compress_saves_; /** Determines, if compression is used for the savegame file */
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bool bzip2_savegame_compression_; /** Determines, if bzip2 compression is used for the savegame file */
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};
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/** Class for "normal" midgame saves. The additional members are needed for creating the snapshot
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