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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 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<typename T> struct Hash;
template<> struct Hash<Wintermute::SystemClass *> : public UnaryFunction<Wintermute::SystemClass *, uint> {
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<SystemClass *, SystemClass *> Classes;
Classes _classes;
typedef Common::HashMap<AnsiString, SystemClass *> NameMap;
NameMap _nameMap;
typedef Common::HashMap<int, SystemClass *> IdMap;
IdMap _idMap;
typedef Common::HashMap<void *, SystemInstance *> InstanceMap;
InstanceMap _instanceMap;
typedef Common::HashMap<int, SystemInstance *> SavedInstanceMap;
SavedInstanceMap _savedInstanceMap;
};
} // End of namespace Wintermute
#endif
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