/* * 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_XMLSAVEGAME_H #define CRYINCLUDE_CRYACTION_SERIALIZATION_XMLSAVEGAME_H #pragma once #include "ISaveGame.h" class CXmlSaveGame : public ISaveGame { public: CXmlSaveGame(); virtual ~CXmlSaveGame(); // ISaveGame virtual bool Init(const char* name); virtual void AddMetadata(const char* tag, const char* value); virtual void AddMetadata(const char* tag, int value); virtual uint8* SetThumbnail(const uint8* imageData, int width, int height, int depth); virtual bool SetThumbnailFromBMP(const char* filename); virtual TSerialize AddSection(const char* section); virtual bool Complete(bool successfulSoFar); virtual const char* GetFileName() const; virtual void SetSaveGameReason(ESaveGameReason reason) { m_eReason = reason; } virtual ESaveGameReason GetSaveGameReason() const { return m_eReason; } virtual void GetMemoryUsage(ICrySizer* pSizer) const; // ~ISaveGame protected: virtual bool Write(const char* filename, XmlNodeRef data); XmlNodeRef GetMetadataXmlNode() const; private: struct Impl; std::unique_ptr m_pImpl; ESaveGameReason m_eReason; }; #endif // CRYINCLUDE_CRYACTION_SERIALIZATION_XMLSAVEGAME_H