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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.
*
* $URL$
* $Id$
*
*/
/*
* 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 {
// -----------------------------------------------------------------------------
// Implementation
// -----------------------------------------------------------------------------
std::auto_ptr<BS_AnimationTemplateRegistry> BS_AnimationTemplateRegistry::m_InstancePtr;
// -----------------------------------------------------------------------------
void BS_AnimationTemplateRegistry::LogErrorLn(const char * Message) const
{
BS_LOG_ERRORLN(Message);
}
// -----------------------------------------------------------------------------
void BS_AnimationTemplateRegistry::LogWarningLn(const char * Message) const
{
BS_LOG_WARNINGLN(Message);
}
// -----------------------------------------------------------------------------
bool BS_AnimationTemplateRegistry::Persist(BS_OutputPersistenceBlock & Writer)
{
bool Result = true;
// Das n�chste 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->first);
// Objekt persistieren.
Result &= Iter->second->Persist(Writer);
++Iter;
}
return Result;
}
// -----------------------------------------------------------------------------
bool BS_AnimationTemplateRegistry::Unpersist(BS_InputPersistenceBlock & Reader)
{
bool Result = true;
// Das n�chste zu vergebene Handle wieder herstellen.
Reader.Read(m_NextHandle);
// Alle vorhandenen BS_AnimationTemplates zerst�ren.
while (!m_Handle2PtrMap.empty()) delete m_Handle2PtrMap.begin()->second;
// 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 &= (BS_AnimationTemplate::Create(Reader, Handle) != 0);
}
return Reader.IsGood() && Result;
}
} // End of namespace Sword25
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