Files @ r26005:fa9fad1bd9d6
Branch filter:

Location: cpp/openttd-patchpack/source/src/saveload/saveload_filter.h

Patric Stout
Add: [Network] Keep the refresh button in lowered state while refreshing (#9600)

This gives user visual feedback that the refresh is still pending, and
prevents people from clicking again and again thinking nothing is
happening. This is especially true for connections that fall back to
TURN, as that takes a few seconds to kick in.

Additionally, prevent clicking on the button again while a refresh
is pending. This is only delaying a successful result.
/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file saveload_filter.h Declaration of filters used for saving and loading savegames. */

#ifndef SAVELOAD_FILTER_H
#define SAVELOAD_FILTER_H

/** Interface for filtering a savegame till it is loaded. */
struct LoadFilter {
	/** Chained to the (savegame) filters. */
	LoadFilter *chain;

	/**
	 * Initialise this filter.
	 * @param chain The next filter in this chain.
	 */
	LoadFilter(LoadFilter *chain) : chain(chain)
	{
	}

	/** Make sure the writers are properly closed. */
	virtual ~LoadFilter()
	{
		delete this->chain;
	}

	/**
	 * Read a given number of bytes from the savegame.
	 * @param buf The bytes to read.
	 * @param len The number of bytes to read.
	 * @return The number of actually read bytes.
	 */
	virtual size_t Read(byte *buf, size_t len) = 0;

	/**
	 * Reset this filter to read from the beginning of the file.
	 */
	virtual void Reset()
	{
		this->chain->Reset();
	}
};

/**
 * Instantiator for a load filter.
 * @param chain The next filter in this chain.
 * @tparam T    The type of load filter to create.
 */
template <typename T> LoadFilter *CreateLoadFilter(LoadFilter *chain)
{
	return new T(chain);
}

/** Interface for filtering a savegame till it is written. */
struct SaveFilter {
	/** Chained to the (savegame) filters. */
	SaveFilter *chain;

	/**
	 * Initialise this filter.
	 * @param chain The next filter in this chain.
	 */
	SaveFilter(SaveFilter *chain) : chain(chain)
	{
	}

	/** Make sure the writers are properly closed. */
	virtual ~SaveFilter()
	{
		delete this->chain;
	}

	/**
	 * Write a given number of bytes into the savegame.
	 * @param buf The bytes to write.
	 * @param len The number of bytes to write.
	 */
	virtual void Write(byte *buf, size_t len) = 0;

	/**
	 * Prepare everything to finish writing the savegame.
	 */
	virtual void Finish()
	{
		if (this->chain != nullptr) this->chain->Finish();
	}
};

/**
 * Instantiator for a save filter.
 * @param chain             The next filter in this chain.
 * @param compression_level The requested level of compression.
 * @tparam T                The type of save filter to create.
 */
template <typename T> SaveFilter *CreateSaveFilter(SaveFilter *chain, byte compression_level)
{
	return new T(chain, compression_level);
}

#endif /* SAVELOAD_FILTER_H */