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https://github.com/id-Software/DOOM-3-BFG.git
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89 lines
3.3 KiB
C
89 lines
3.3 KiB
C
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __SYS_SESSION_SAVEGAMES_H__
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#define __SYS_SESSION_SAVEGAMES_H__
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/*
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================================================
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idSaveGameProcessorLoadFiles
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================================================
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*/
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class idSaveGameProcessorLoadFiles : public idSaveGameProcessor {
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public:
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DEFINE_CLASS( idSaveGameProcessorLoadFiles );
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virtual bool InitLoadFiles( const char * folder,
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const saveFileEntryList_t & files,
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idSaveGameManager::packageType_t type = idSaveGameManager::PACKAGE_GAME );
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virtual bool Process();
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};
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/*
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================================================win_sav
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idSaveGameProcessorDelete
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================================================
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*/
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class idSaveGameProcessorDelete : public idSaveGameProcessor {
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public:
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DEFINE_CLASS( idSaveGameProcessorDelete );
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bool InitDelete( const char * folder, idSaveGameManager::packageType_t type = idSaveGameManager::PACKAGE_GAME );
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virtual bool Process();
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};
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/*
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================================================
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idSaveGameProcessorSaveFiles
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================================================
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*/
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class idSaveGameProcessorSaveFiles : public idSaveGameProcessor {
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public:
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DEFINE_CLASS( idSaveGameProcessorSaveFiles );
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// Passing in idSaveGameDetails so that we have a copy on output
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bool InitSave( const char * folder,
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const saveFileEntryList_t & files,
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const idSaveGameDetails & description,
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idSaveGameManager::packageType_t type = idSaveGameManager::PACKAGE_GAME );
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virtual bool Process();
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};
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/*
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================================================
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idSaveGameProcessorEnumerateGames
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================================================
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*/
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class idSaveGameProcessorEnumerateGames : public idSaveGameProcessor {
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public:
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DEFINE_CLASS( idSaveGameProcessorEnumerateGames );
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virtual bool Process();
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};
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#endif
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