/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_CRYACTION_SERIALIZATION_XMLLOADGAME_H #define CRYINCLUDE_CRYACTION_SERIALIZATION_XMLLOADGAME_H #pragma once #include "ILoadGame.h" class CXmlLoadGame : public ILoadGame { public: CXmlLoadGame(); virtual ~CXmlLoadGame(); // ILoadGame virtual bool Init(const char* name); virtual IGeneralMemoryHeap* GetHeap() { return NULL; } virtual const char* GetMetadata(const char* tag); virtual bool GetMetadata(const char* tag, int& value); virtual bool HaveMetadata(const char* tag); virtual AZStd::unique_ptr GetSection(const char* section); virtual bool HaveSection(const char* section); virtual void Complete(); virtual const char* GetFileName() const; // ~ILoadGame protected: bool Init(const XmlNodeRef& root, const char* fileName); private: struct Impl; AZStd::unique_ptr m_pImpl; }; #endif // CRYINCLUDE_CRYACTION_SERIALIZATION_XMLLOADGAME_H