mirror of
https://github.com/libretro/scummvm.git
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97 lines
2.8 KiB
C++
97 lines
2.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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#include "sword25/kernel/outputpersistenceblock.h"
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#include "sword25/kernel/inputpersistenceblock.h"
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#include "sword25/gfx/animationtemplateregistry.h"
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#include "sword25/gfx/animationtemplate.h"
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namespace Common {
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DECLARE_SINGLETON(Sword25::AnimationTemplateRegistry);
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}
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namespace Sword25 {
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bool AnimationTemplateRegistry::persist(OutputPersistenceBlock &writer) {
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bool result = true;
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// Das nächste zu vergebene Handle schreiben.
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writer.write(_nextHandle);
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// Anzahl an BS_AnimationTemplates schreiben.
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writer.write((uint32)_handle2PtrMap.size());
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// Alle BS_AnimationTemplates persistieren.
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HANDLE2PTR_MAP::const_iterator iter = _handle2PtrMap.begin();
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while (iter != _handle2PtrMap.end()) {
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// Handle persistieren.
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writer.write(iter->_key);
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// Objekt persistieren.
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result &= iter->_value->persist(writer);
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++iter;
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}
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return result;
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}
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// -----------------------------------------------------------------------------
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bool AnimationTemplateRegistry::unpersist(InputPersistenceBlock &reader) {
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bool result = true;
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// Das nächste zu vergebene Handle wieder herstellen.
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reader.read(_nextHandle);
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// Alle vorhandenen BS_AnimationTemplates zerstören.
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while (!_handle2PtrMap.empty())
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delete _handle2PtrMap.begin()->_value;
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// Anzahl an BS_AnimationTemplates einlesen.
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uint32 animationTemplateCount;
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reader.read(animationTemplateCount);
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// Alle gespeicherten BS_AnimationTemplates wieder herstellen.
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for (uint i = 0; i < animationTemplateCount; ++i) {
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// Handle lesen.
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uint32 handle;
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reader.read(handle);
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// BS_AnimationTemplate wieder herstellen.
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result &= (AnimationTemplate::create(reader, handle) != 0);
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}
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return reader.isGood() && result;
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}
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} // End of namespace Sword25
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