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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
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