doom3-bfg/neo/sys/sys_session_savegames.h
2012-11-26 12:58:24 -06:00

88 lines
3.3 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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