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CnC_Renegade/Code/wwsaveload/saveloadsubsystem.h

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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.
**
** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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 ***
***********************************************************************************************
* *
* Project Name : WWSaveLoad *
* *
* $Archive:: /Commando/Code/wwsaveload/saveloadsubsystem.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 6/12/00 4:25p $*
* *
* $Revision:: 7 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef SAVELOADSUBSYSTEM_H
#define SAVELOADSUBSYSTEM_H
#include "always.h"
#include "bittype.h"
#include "postloadable.h"
class ChunkLoadClass;
class ChunkSaveClass;
//////////////////////////////////////////////////////////////////////////////////
//
// SaveLoadSubSystemClass
//
// Each SaveLoadSubSystem will automatically be registered with the SaveLoadSystem
// at construction time. The plan is to have a single static instance of each
// sub-system so that it automatically registers when the global constructors
// are executed.
//
// When an application wants to create a file it does so by asking the
// SaveLoadSystem to save the particular set of SaveLoadSubSystems that contain
// that data.
//
//////////////////////////////////////////////////////////////////////////////////
class SaveLoadSubSystemClass : public PostLoadableClass
{
public:
SaveLoadSubSystemClass (void);
virtual ~SaveLoadSubSystemClass (void);
virtual uint32 Chunk_ID (void) const = 0;
protected:
virtual bool Contains_Data(void) const { return true; }
virtual bool Save (ChunkSaveClass &csave) = 0;
virtual bool Load (ChunkLoadClass &cload) = 0;
virtual const char* Name() const = 0;
private:
SaveLoadSubSystemClass * NextSubSystem; // managed by SaveLoadSystem
friend class SaveLoadSystemClass;
};
#endif