doom3-bfg/neo/sys/sys_profile.h

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/*
===========================================================================
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_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