/* =========================================================================== 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_SESSION_SAVEGAMES_H__ #define __SYS_SESSION_SAVEGAMES_H__ /* ================================================ idSaveGameProcessorLoadFiles ================================================ */ class idSaveGameProcessorLoadFiles : public idSaveGameProcessor { public: DEFINE_CLASS( idSaveGameProcessorLoadFiles ); virtual bool InitLoadFiles( const char * folder, const saveFileEntryList_t & files, idSaveGameManager::packageType_t type = idSaveGameManager::PACKAGE_GAME ); virtual bool Process(); }; /* ================================================win_sav idSaveGameProcessorDelete ================================================ */ class idSaveGameProcessorDelete : public idSaveGameProcessor { public: DEFINE_CLASS( idSaveGameProcessorDelete ); bool InitDelete( const char * folder, idSaveGameManager::packageType_t type = idSaveGameManager::PACKAGE_GAME ); virtual bool Process(); }; /* ================================================ idSaveGameProcessorSaveFiles ================================================ */ class idSaveGameProcessorSaveFiles : public idSaveGameProcessor { public: DEFINE_CLASS( idSaveGameProcessorSaveFiles ); // Passing in idSaveGameDetails so that we have a copy on output bool InitSave( const char * folder, const saveFileEntryList_t & files, const idSaveGameDetails & description, idSaveGameManager::packageType_t type = idSaveGameManager::PACKAGE_GAME ); virtual bool Process(); }; /* ================================================ idSaveGameProcessorEnumerateGames ================================================ */ class idSaveGameProcessorEnumerateGames : public idSaveGameProcessor { public: DEFINE_CLASS( idSaveGameProcessorEnumerateGames ); virtual bool Process(); }; #endif