#ifndef CFILEMANAGER_H #define CFILEMANAGER_H #include "cconfigdata.h" //#include "GameData.h" #include "cresourcearchive.h" #include "cresourcedata.h" #include "cresourceindex.h" #include class cFileManager { public: ~cFileManager(); static cFileManager* getInstance(); static void cleanUp(); // bool ConfigExists ( const std::string &name ); void load(cConfigData* cfg, const QString& name); // void Save ( ConfigData *cfg, const std::string &name ); // bool GameExists ( const std::string &name ); // void Load ( GameData *gam, const std::string &name ); // void Save ( GameData *gam, const std::string &name ); // bool ResourceExists ( const std::string &name ); void load(cResourceData *res, const QString& name); // void Save ( ResourceData *res, const std::string &name ); // void ExtractResource ( const std::string &name ); // void ExtractAllResources(); // void ArchiveAllResources(); //private: cResourceIndex m_resIndex; cResourceArchive m_resArchive; cFileBuffer* loadConfig(const QString& name); // void SaveConfig ( const std::string &name, FileBuffer* buffer ); // void SaveConfig ( const std::string &name, FileBuffer* buffer, const unsigned int n ); // FileBuffer* LoadGame ( const std::string &name ); // void SaveGame ( const std::string &name, FileBuffer* buffer ); // void SaveGame ( const std::string &name, FileBuffer* buffer, const unsigned int n ); cFileBuffer* loadResource(const QString& name); // void SaveResource ( const std::string &name, FileBuffer* buffer ); // void SaveResource ( const std::string &name, FileBuffer* buffer, const unsigned int n ); static cFileManager* m_instance; protected: cFileManager(); }; #endif // CFILEMANAGER_H