/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * $URL$ * $Id$ * */ /* * This code is based on Broken Sword 2.5 engine * * Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer * * Licensed under GNU GPL v2 * */ // ----------------------------------------------------------------------------- // Logging // ----------------------------------------------------------------------------- #define BS_LOG_PREFIX "ANIMATIONTEMPLATEREGISTRY" // ----------------------------------------------------------------------------- // Includes // ----------------------------------------------------------------------------- #include "sword25/kernel/outputpersistenceblock.h" #include "sword25/kernel/inputpersistenceblock.h" #include "sword25/gfx/animationtemplateregistry.h" #include "sword25/gfx/animationtemplate.h" namespace Sword25 { Common::ScopedPtr AnimationTemplateRegistry::m_InstancePtr; void AnimationTemplateRegistry::LogErrorLn(const char *Message) const { BS_LOG_ERRORLN(Message); } // ----------------------------------------------------------------------------- void AnimationTemplateRegistry::LogWarningLn(const char *Message) const { BS_LOG_WARNINGLN(Message); } // ----------------------------------------------------------------------------- bool AnimationTemplateRegistry::Persist(OutputPersistenceBlock &Writer) { bool Result = true; // Das nächste zu vergebene Handle schreiben. Writer.Write(m_NextHandle); // Anzahl an BS_AnimationTemplates schreiben. Writer.Write(m_Handle2PtrMap.size()); // Alle BS_AnimationTemplates persistieren. HANDLE2PTR_MAP::const_iterator Iter = m_Handle2PtrMap.begin(); while (Iter != m_Handle2PtrMap.end()) { // Handle persistieren. Writer.Write(Iter->_key); // Objekt persistieren. Result &= Iter->_value->Persist(Writer); ++Iter; } return Result; } // ----------------------------------------------------------------------------- bool AnimationTemplateRegistry::Unpersist(InputPersistenceBlock &Reader) { bool Result = true; // Das nächste zu vergebene Handle wieder herstellen. Reader.Read(m_NextHandle); // Alle vorhandenen BS_AnimationTemplates zerstören. while (!m_Handle2PtrMap.empty()) delete m_Handle2PtrMap.begin()->_value; // Anzahl an BS_AnimationTemplates einlesen. unsigned int AnimationTemplateCount; Reader.Read(AnimationTemplateCount); // Alle gespeicherten BS_AnimationTemplates wieder herstellen. for (unsigned int i = 0; i < AnimationTemplateCount; ++i) { // Handle lesen. unsigned int Handle; Reader.Read(Handle); // BS_AnimationTemplate wieder herstellen. Result &= (AnimationTemplate::Create(Reader, Handle) != 0); } return Reader.IsGood() && Result; } } // End of namespace Sword25