/* 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 * */ #include "sword25/kernel/outputpersistenceblock.h" #include "sword25/kernel/inputpersistenceblock.h" #include "sword25/gfx/animationtemplateregistry.h" #include "sword25/gfx/animationtemplate.h" DECLARE_SINGLETON(Sword25::AnimationTemplateRegistry); namespace Sword25 { bool AnimationTemplateRegistry::persist(OutputPersistenceBlock &writer) { bool result = true; // Das nächste zu vergebene Handle schreiben. writer.write(_nextHandle); // Anzahl an BS_AnimationTemplates schreiben. writer.write(_handle2PtrMap.size()); // Alle BS_AnimationTemplates persistieren. HANDLE2PTR_MAP::const_iterator iter = _handle2PtrMap.begin(); while (iter != _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(_nextHandle); // Alle vorhandenen BS_AnimationTemplates zerstören. while (!_handle2PtrMap.empty()) delete _handle2PtrMap.begin()->_value; // Anzahl an BS_AnimationTemplates einlesen. uint animationTemplateCount; reader.read(animationTemplateCount); // Alle gespeicherten BS_AnimationTemplates wieder herstellen. for (uint i = 0; i < animationTemplateCount; ++i) { // Handle lesen. uint handle; reader.read(handle); // BS_AnimationTemplate wieder herstellen. result &= (AnimationTemplate::create(reader, handle) != 0); } return reader.isGood() && result; } } // End of namespace Sword25