/* 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. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #ifndef WINTERMUTE_SYSCLASSREGISTRY_H #define WINTERMUTE_SYSCLASSREGISTRY_H #include "engines/wintermute/wintypes.h" #include "engines/wintermute/dctypes.h" #include "engines/wintermute/system/sys_class.h" #include "common/hashmap.h" #include "common/hash-str.h" #include "common/func.h" #include "common/stream.h" namespace Wintermute { class SystemClass; } namespace Common { template struct Hash; template<> struct Hash : public UnaryFunction { uint operator()(Wintermute::SystemClass *val) const { return (uint)((size_t)val); } }; } namespace Wintermute { class BaseGame; class BasePersistenceManager; class SystemInstance; class SystemClassRegistry { void unregisterClasses(); public: void registerClasses(); // persistent.cpp static SystemClassRegistry *getInstance(); SystemClassRegistry(); virtual ~SystemClassRegistry(); bool enumInstances(SYS_INSTANCE_CALLBACK lpCallback, const char *className, void *lpData); bool loadTable(BaseGame *Game, BasePersistenceManager *PersistMgr); bool saveTable(BaseGame *Game, BasePersistenceManager *PersistMgr, bool quickSave); bool loadInstances(BaseGame *Game, BasePersistenceManager *PersistMgr); bool saveInstances(BaseGame *Game, BasePersistenceManager *PersistMgr, bool quickSave); void *idToPointer(int classID, int instanceID); bool getPointerID(void *pointer, int *classID, int *instanceID); bool registerClass(SystemClass *classObj); bool unregisterClass(SystemClass *classObj); bool registerInstance(const char *className, void *instance); bool unregisterInstance(const char *className, void *instance); void dumpClasses(Common::WriteStream *stream); int getNextID(); void addInstanceToTable(SystemInstance *instance, void *pointer); bool _disabled; int _count; typedef Common::HashMap Classes; Classes _classes; typedef Common::HashMap NameMap; NameMap _nameMap; typedef Common::HashMap IdMap; IdMap _idMap; typedef Common::HashMap InstanceMap; InstanceMap _instanceMap; typedef Common::HashMap SavedInstanceMap; SavedInstanceMap _savedInstanceMap; }; } // End of namespace Wintermute #endif