scummvm/engines/wintermute/system/sys_class.h
2012-09-04 22:17:23 +02:00

131 lines
3.2 KiB
C++

/* 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_SYSCLASS_H
#define WINTERMUTE_SYSCLASS_H
#include "engines/wintermute/persistent.h"
#include "engines/wintermute/dctypes.h"
#include "common/hashmap.h"
#include "common/func.h"
#include "common/stream.h"
namespace Wintermute {
class SystemInstance;
class BaseGame;
class BasePersistenceManager;
class SystemClass;
}
namespace Common {
template<typename T> struct Hash;
template<> struct Hash<void *> : public UnaryFunction<void *, uint> {
uint operator()(void *val) const {
return (uint)((size_t)val);
}
};
template<> struct Hash<Wintermute::SystemInstance *> : public UnaryFunction<Wintermute::SystemInstance *, uint> {
uint operator()(Wintermute::SystemInstance *val) const {
return (uint)((size_t)val);
}
};
}
namespace Wintermute {
class SystemClass {
public:
SystemClass(const AnsiString &name, PERSISTBUILD build, PERSISTLOAD load, bool persistentClass);
~SystemClass();
int getNumInstances();
bool removeInstance(void *instance);
SystemInstance *addInstance(void *instance, int id, int savedId = -1);
bool removeAllInstances();
int getInstanceID(void *pointer);
void *idToPointer(int savedID);
void setID(int id) {
_iD = id;
}
int getID() const {
return _iD;
}
int getSavedID() const {
return _savedID;
}
bool isPersistent() const {
return _persistent;
}
AnsiString getName() const {
return _name;
}
void saveTable(BaseGame *Game, BasePersistenceManager *PersistMgr);
void loadTable(BaseGame *Game, BasePersistenceManager *PersistMgr);
void saveInstances(BaseGame *Game, BasePersistenceManager *PersistMgr);
void loadInstance(void *instance, BasePersistenceManager *PersistMgr);
void instanceCallback(SYS_INSTANCE_CALLBACK lpCallback, void *lpData);
void resetSavedIDs();
void dump(Common::WriteStream *stream);
private:
int _numInst;
bool _persistent;
SystemClass *_next;
int _iD;
int _savedID;
AnsiString _name;
PERSISTBUILD _build;
PERSISTLOAD _load;
//typedef std::set<SystemInstance *> Instances;
typedef Common::HashMap<SystemInstance *, SystemInstance *> Instances;
Instances _instances;
typedef Common::HashMap<void *, SystemInstance *> InstanceMap;
InstanceMap _instanceMap;
};
} // end of namespace Wintermute
#endif