/* ** 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 . */ /*********************************************************************************************** *** 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