/* 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 * */ #ifndef SWORD25_ANIMATIONTEMPLATEREGISTRY_H #define SWORD25_ANIMATIONTEMPLATEREGISTRY_H // ----------------------------------------------------------------------------- // Includes // ----------------------------------------------------------------------------- #include "sword25/kernel/common.h" #include "sword25/kernel/persistable.h" #include "sword25/kernel/objectregistry.h" #include "sword25/kernel/memlog_off.h" #include #include "sword25/kernel/memlog_on.h" // ----------------------------------------------------------------------------- // Forward Deklarationen // ----------------------------------------------------------------------------- class BS_AnimationTemplate; // ----------------------------------------------------------------------------- // Klassendeklaration // ----------------------------------------------------------------------------- class BS_AnimationTemplateRegistry : public BS_ObjectRegistry, public BS_Persistable { public: static BS_AnimationTemplateRegistry & GetInstance() { if (!m_InstancePtr.get()) m_InstancePtr.reset(new BS_AnimationTemplateRegistry); return *m_InstancePtr.get(); } virtual bool Persist(BS_OutputPersistenceBlock & Writer); virtual bool Unpersist(BS_InputPersistenceBlock & Reader); private: virtual void LogErrorLn(const char * Message) const; virtual void LogWarningLn(const char * Message) const; static std::auto_ptr m_InstancePtr; }; #endif