#include <IOSSaveGameSystem.h>
|
| | FIOSSaveGameSystem () |
| |
| virtual | ~FIOSSaveGameSystem () |
| |
| virtual bool | PlatformHasNativeUI () override |
| |
| virtual bool | DoesSaveSystemSupportMultipleUsers () override |
| |
| virtual bool | GetSaveGameNames (TArray< FString > &FoundSaves, const int32 UserIndex) override |
| |
| virtual bool | DoesSaveGameExist (const TCHAR *Name, const int32 UserIndex) override |
| |
| 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 |
| |
| | DECLARE_DELEGATE_RetVal_OneParam (bool, FUpdateCloudDataFromLocalSave, const FString &) |
| |
| virtual bool | LoadGame (bool bAttemptToUseUI, const TCHAR *Name, const int32 UserIndex, TArray< uint8 > &Data) override |
| |
| | DECLARE_DELEGATE_RetVal_OneParam (bool, FUpdateLocalSaveFileFromCloud, const FString &) |
| |
| virtual bool | DeleteGame (bool bAttemptToUseUI, const TCHAR *Name, const int32 UserIndex) override |
| |
| | DECLARE_DELEGATE_OneParam (FDeleteCloudData, const FString &) |
| |
| virtual ENGINE_API void | DoesSaveGameExistAsync (const TCHAR *Name, FPlatformUserId PlatformUserId, FSaveGameAsyncExistsCallback Callback) |
| |
| virtual ENGINE_API void | SaveGameAsync (bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, TSharedRef< const TArray< uint8 > > Data, FSaveGameAsyncOpCompleteCallback Callback) |
| |
| virtual ENGINE_API void | LoadGameAsync (bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, FSaveGameAsyncLoadCompleteCallback Callback) |
| |
| virtual ENGINE_API void | LoadGameIfExistsAsync (bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, FSaveGameAsyncLoadCompleteCallback Callback) |
| |
| virtual ENGINE_API void | DeleteGameAsync (bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, FSaveGameAsyncOpCompleteCallback Callback) |
| |
| virtual ENGINE_API void | GetSaveGameNamesAsync (FPlatformUserId PlatformUserId, FSaveGameAsyncGetNamesCallback Callback) |
| |
| virtual ENGINE_API void | InitAsync (bool bAttemptToUseUI, FPlatformUserId PlatformUserId, FSaveGameAsyncInitCompleteCallback Callback) |
| |
|
| enum class | ESaveExistsResult { OK
, DoesNotExist
, Corrupt
, UnspecifiedError
} |
| |
| typedef TFunction< void(const FString &, FPlatformUserId, bool)> | FSaveGameAsyncOpCompleteCallback |
| |
| typedef TFunction< void(const FString &, FPlatformUserId, bool, const TArray< uint8 > &)> | FSaveGameAsyncLoadCompleteCallback |
| |
| typedef TFunction< void(const FString &, FPlatformUserId, ISaveGameSystem::ESaveExistsResult)> | FSaveGameAsyncExistsCallback |
| |
| typedef TFunction< void(FPlatformUserId, bool)> | FSaveGameAsyncInitCompleteCallback |
| |
| typedef TFunction< void(FPlatformUserId, bool, const TArray< FString > &)> | FSaveGameAsyncGetNamesCallback |
| |
| ENGINE_API void | OnAsyncComplete (TFunction< void()> Callback) |
| |
| static ENGINE_API UE::Tasks::FPipe | AsyncTaskPipe { TEXT("SaveGamePipe") } |
| |
◆ FIOSSaveGameSystem()
| FIOSSaveGameSystem::FIOSSaveGameSystem |
( |
| ) |
|
◆ ~FIOSSaveGameSystem()
| FIOSSaveGameSystem::~FIOSSaveGameSystem |
( |
| ) |
|
|
virtual |
◆ DECLARE_DELEGATE_OneParam()
| FIOSSaveGameSystem::DECLARE_DELEGATE_OneParam |
( |
FDeleteCloudData |
, |
|
|
const FString & |
|
|
) |
| |
We call this to delete a save file from a listening Cloud subsystem.
◆ DECLARE_DELEGATE_RetVal_OneParam() [1/2]
We call this to notify any listening Cloud subsystem that we have updated a save file.
◆ DECLARE_DELEGATE_RetVal_OneParam() [2/2]
We call this to refresh a save file from a listening Cloud subsystem, before we open it.
◆ DeleteGame()
| bool FIOSSaveGameSystem::DeleteGame |
( |
bool |
bAttemptToUseUI, |
|
|
const TCHAR * |
Name, |
|
|
const int32 |
UserIndex |
|
) |
| |
|
overridevirtual |
Delete an existing save game, blocking until complete
Implements ISaveGameSystem.
◆ DoesSaveGameExist()
Return true if the named savegame exists (probably not useful with NativeUI
Implements ISaveGameSystem.
◆ DoesSaveGameExistWithResult()
Similar to DoesSaveGameExist, except returns a result code with more information.
Implements ISaveGameSystem.
◆ DoesSaveSystemSupportMultipleUsers()
| virtual bool FIOSSaveGameSystem::DoesSaveSystemSupportMultipleUsers |
( |
| ) |
|
|
inlineoverridevirtual |
Some save systems don't support more than one user, in those cases the game needs to avoid saving settings for anyone but the primary user.
Implements ISaveGameSystem.
◆ GetSaveGameNames()
| bool FIOSSaveGameSystem::GetSaveGameNames |
( |
TArray< FString > & |
FoundSaves, |
|
|
const int32 |
UserIndex |
|
) |
| |
|
overridevirtual |
Gets a list of all known saves. This isn't possible on all platforms.
Reimplemented from ISaveGameSystem.
◆ LoadGame()
◆ PlatformHasNativeUI()
| virtual bool FIOSSaveGameSystem::PlatformHasNativeUI |
( |
| ) |
|
|
inlineoverridevirtual |
Returns true if the platform has a native UI (like many consoles)
Implements ISaveGameSystem.
◆ SaveGame()
◆ OnDeleteCloudData
◆ OnUpdateCloudDataFromLocalSave
◆ OnUpdateLocalSaveFileFromCloud
The documentation for this class was generated from the following files: