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/* 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 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"
namespace Common {
DECLARE_SINGLETON(Sword25::AnimationTemplateRegistry);
}
namespace Sword25 {
bool AnimationTemplateRegistry::persist(OutputPersistenceBlock &writer) {
bool result = true;
// Das n�chste zu vergebene Handle schreiben.
writer.write(_nextHandle);
// Anzahl an BS_AnimationTemplates schreiben.
writer.write((uint32)_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 n�chste zu vergebene Handle wieder herstellen.
reader.read(_nextHandle);
// Alle vorhandenen BS_AnimationTemplates zerst�ren.
while (!_handle2PtrMap.empty())
delete _handle2PtrMap.begin()->_value;
// Anzahl an BS_AnimationTemplates einlesen.
uint32 animationTemplateCount;
reader.read(animationTemplateCount);
// Alle gespeicherten BS_AnimationTemplates wieder herstellen.
for (uint i = 0; i < animationTemplateCount; ++i) {
// Handle lesen.
uint32 handle;
reader.read(handle);
// BS_AnimationTemplate wieder herstellen.
result &= (AnimationTemplate::create(reader, handle) != 0);
}
return reader.isGood() && result;
}
} // End of namespace Sword25
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