/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code 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, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see . 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. 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. =========================================================================== */ #ifndef __SYS_PROFILE_H__ #define __SYS_PROFILE_H__ #include "sys_savegame.h" #include "sys_session_savegames.h" class idSaveGameProcessorSaveProfile; class idSaveGameProcessorLoadProfile; class idLocalUser; class idPlayerProfile; /* ================================================ idProfileMgr ================================================ */ class idProfileMgr { public: idProfileMgr(); ~idProfileMgr(); // Called the first time it's asked to load void Init( idLocalUser * user ); void Pump(); idPlayerProfile * GetProfile(); private: void LoadSettingsAsync(); void SaveSettingsAsync(); void OnLoadSettingsCompleted( idSaveLoadParms * parms ); void OnSaveSettingsCompleted( idSaveLoadParms * parms ); private: std::auto_ptr< idSaveGameProcessorSaveProfile > profileSaveProcessor; std::auto_ptr< idSaveGameProcessorLoadProfile > profileLoadProcessor; idLocalUser * user; // reference passed in idPlayerProfile * profile; saveGameHandle_t handle; }; /* ================================================ idSaveGameProcessorSaveProfile ================================================ */ class idSaveGameProcessorSaveProfile : public idSaveGameProcessorSaveFiles { public: DEFINE_CLASS( idSaveGameProcessorSaveProfile ); idSaveGameProcessorSaveProfile(); bool InitSaveProfile( idPlayerProfile * profile, const char * folder ); virtual bool Process(); private: idFile_SaveGame * profileFile; idPlayerProfile * profile; }; /* ================================================ idSaveGameProcessorLoadProfile ================================================ */ class idSaveGameProcessorLoadProfile : public idSaveGameProcessorLoadFiles { public: DEFINE_CLASS( idSaveGameProcessorLoadProfile ); idSaveGameProcessorLoadProfile(); ~idSaveGameProcessorLoadProfile(); bool InitLoadProfile( idPlayerProfile * profile, const char * folder ); virtual bool Process(); private: idFile_SaveGame * profileFile; idPlayerProfile * profile; }; // Synchronous check, just checks if a profile exists within the savegame location bool Sys_SaveGameProfileCheck(); #endif