Files
UnrealEngineUWP/Engine/Source/Runtime/HTML5/HTML5PlatformFeatures/Private/HTML5SaveGameSystem.h
Chris Gagnon 8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00

48 lines
1.3 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "SaveGameSystem.h"
class FHTML5SaveGameSystem : public ISaveGameSystem
{
public:
FHTML5SaveGameSystem();
virtual ~FHTML5SaveGameSystem();
// ISaveGameSystem interface
virtual bool PlatformHasNativeUI() override
{
return false;
}
virtual bool DoesSaveGameExist(const TCHAR* Name, const int32 UserIndex) override
{
return ESaveExistsResult::OK == DoesSaveGameExistWithResult(Name, UserIndex);
}
virtual ESaveExistsResult DoesSaveGameExistWithResult(const TCHAR* Name, const int32 UserIndex) override;
virtual bool SaveGame(bool bAttemptToUseUI, const TCHAR* Name, const int32 UserIndex, const TArray<uint8>& Data) override;
virtual bool LoadGame(bool bAttemptToUseUI, const TCHAR* Name, const int32 UserIndex, TArray<uint8>& Data) override;
virtual bool DeleteGame(bool bAttemptToUseUI, const TCHAR* Name, const int32 UserIndex) override;
private:
/**
* Initializes the SaveData library then loads and initializes the SaveDialog library
*/
void Initialize();
/**
* Terminates and unloads the SaveDialog library then terminates the SaveData library
*/
void Shutdown();
/**
* Get the path to save game file for the given name
*/
const char* GetSaveGamePath(const TCHAR* Name, const int32 UserIndex);
};