saveloadsubsystem.h 3.7 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : WWSaveLoad *
  23. * *
  24. * $Archive:: /Commando/Code/wwsaveload/saveloadsubsystem.h $*
  25. * *
  26. * Author:: Greg Hjelstrom *
  27. * *
  28. * $Modtime:: 6/12/00 4:25p $*
  29. * *
  30. * $Revision:: 7 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #if defined(_MSC_VER)
  36. #pragma once
  37. #endif
  38. #ifndef SAVELOADSUBSYSTEM_H
  39. #define SAVELOADSUBSYSTEM_H
  40. #include "always.h"
  41. #include "bittype.h"
  42. #include "postloadable.h"
  43. class ChunkLoadClass;
  44. class ChunkSaveClass;
  45. //////////////////////////////////////////////////////////////////////////////////
  46. //
  47. // SaveLoadSubSystemClass
  48. //
  49. // Each SaveLoadSubSystem will automatically be registered with the SaveLoadSystem
  50. // at construction time. The plan is to have a single static instance of each
  51. // sub-system so that it automatically registers when the global constructors
  52. // are executed.
  53. //
  54. // When an application wants to create a file it does so by asking the
  55. // SaveLoadSystem to save the particular set of SaveLoadSubSystems that contain
  56. // that data.
  57. //
  58. //////////////////////////////////////////////////////////////////////////////////
  59. class SaveLoadSubSystemClass : public PostLoadableClass
  60. {
  61. public:
  62. SaveLoadSubSystemClass (void);
  63. virtual ~SaveLoadSubSystemClass (void);
  64. virtual uint32 Chunk_ID (void) const = 0;
  65. protected:
  66. virtual bool Contains_Data(void) const { return true; }
  67. virtual bool Save (ChunkSaveClass &csave) = 0;
  68. virtual bool Load (ChunkLoadClass &cload) = 0;
  69. virtual const char* Name() const = 0;
  70. private:
  71. SaveLoadSubSystemClass * NextSubSystem; // managed by SaveLoadSystem
  72. friend class SaveLoadSystemClass;
  73. };
  74. #endif