Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#if !defined( HOST_SAVERESTORE_H )
#define HOST_SAVERESTORE_H
#ifdef _WIN32
#pragma once
#endif
class CSaveRestoreData;
abstract_class ISaveRestore
{
public:
virtual void Init( void ) = 0;
virtual void Shutdown( void ) = 0;
virtual void OnFrameRendered() = 0;
virtual bool SaveFileExists( const char *pName ) = 0;
virtual bool LoadGame( const char *pName ) = 0;
virtual char *GetSaveDir(void) = 0;
virtual void ClearSaveDir( void ) = 0;
virtual void RequestClearSaveDir( void ) = 0;
virtual int LoadGameState( char const *level, bool createPlayers ) = 0;
virtual void LoadAdjacentEnts( const char *pOldLevel, const char *pLandmarkName ) = 0;
virtual const char *FindRecentSave( char *pNameBuf, int nameBufLen ) = 0;
virtual void ForgetRecentSave() = 0;
virtual int SaveGameSlot( const char *pSaveName, const char *pSaveComment, bool onlyThisLevel = false, bool bSetMostRecent = true, const char *pszDestMap = NULL, const char *pszLandmark = NULL ) = 0;
virtual bool SaveGameState( bool bTransition, CSaveRestoreData ** = NULL, bool bOpenContainer = true, bool bIsAutosaveOrDangerous = false ) = 0;
virtual int IsValidSave( void ) = 0;
virtual void Finish( CSaveRestoreData *save ) = 0;
virtual void RestoreClientState( char const *fileName, bool adjacent ) = 0;
virtual void RestoreAdjacenClientState( char const *map ) = 0;
virtual int SaveReadNameAndComment( FileHandle_t f, OUT_Z_CAP(nameSize) char *name, int nameSize, OUT_Z_CAP(commentSize) char *comment, int commentSize ) = 0;
virtual int GetMostRecentElapsedMinutes( void ) = 0;
virtual int GetMostRecentElapsedSeconds( void ) = 0;
virtual int GetMostRecentElapsedTimeSet( void ) = 0;
virtual void SetMostRecentElapsedMinutes( const int min ) = 0;
virtual void SetMostRecentElapsedSeconds( const int sec ) = 0;
virtual void UpdateSaveGameScreenshots() = 0;
virtual void OnFinishedClientRestore() = 0;
virtual void AutoSaveDangerousIsSafe() = 0;
virtual char const *GetMostRecentlyLoadedFileName() = 0;
virtual char const *GetSaveFileName() = 0;
virtual bool IsXSave( void ) = 0;
virtual void SetIsXSave( bool bState ) = 0;
virtual void FinishAsyncSave() = 0;
virtual bool StorageDeviceValid() = 0;
virtual void SetMostRecentSaveGame( const char *lpszFilename ) = 0;
virtual bool IsSaveInProgress() = 0;
};
void *SaveAllocMemory( size_t num, size_t size, bool bClear = false );
void SaveFreeMemory( void *pSaveMem );
extern ISaveRestore *saverestore;
#endif // HOST_SAVERESTORE_H