149 lines
4.6 KiB
C++
149 lines
4.6 KiB
C++
//
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// Copyright (c) 2010-2011 Matthew Jack and Doug Binks
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would be
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// appreciated but is not required.
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// 2. Altered source versions must be plainly marked as such, and must not be
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// misrepresented as being the original software.
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// 3. This notice may not be removed or altered from any source distribution.
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#pragma once
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#ifndef ISIMPLESERIALIZER_INCLUDED
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#define ISIMPLESERIALIZER_INCLUDED
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// Currently this system is more of a 'property store' rather than a serializer,
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// but could be modified in future in that direction if needed, though more likely
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// will be scrapped for something more sophisticated
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#include "../RuntimeObjectSystem/ObjectInterface.h"
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#define SERIALIZE(prop) pSerializer->SerializeProperty(#prop, prop);
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struct ISerializedValue {
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virtual ~ISerializedValue()
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{
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}
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};
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template <typename T>
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struct SerializedValue : ISerializedValue
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{
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// NOTE: this requires value being serialized to have a correct copy constructor that
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// will copy all values that would otherwise be deleted when object being serialized
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// is deleted
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SerializedValue(const T& value) : value(value)
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{
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}
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const T value;
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};
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struct ISimpleSerializer
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{
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virtual void Clear() = 0;
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virtual void Clear(ObjectId ownerId) = 0;
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virtual void Clear(ObjectId ownerId, const char* propertyName) = 0;
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virtual bool IsLoading() const = 0;
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// Stores a copy of the value when loading is false
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// Returns true on successful property load, or always when saving a value
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template <typename T> bool SerializeProperty(const char* propertyName, T& value);
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// Array of T version of SerializeProperty
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// Stores a copy of the value when loading is false
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// Returns true on successful property load, or always when saving a value
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template <typename T, size_t N> bool SerializeProperty(const char* propertyName, T (&arrayIn)[N] );
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virtual ~ISimpleSerializer( ) {}
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private:
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// Implementation requires backing the following functions with keyed storage
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// pValue should be deleted by implementation in destructor.
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virtual void SetISerializedValue(const char* propertyName, const ISerializedValue* pValue) = 0;
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virtual const ISerializedValue* GetISerializedValue(const char* propertyName) const = 0;
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};
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// NOTE: this is less efficient than having separate functions for setting and getting properties,
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// but allows for user code to generally have much simpler serialization methods without needing to
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// handle save and load separately (in most cases)
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template <typename T>
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inline bool ISimpleSerializer::SerializeProperty(const char* propertyName, T& value)
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{
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if (IsLoading())
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{
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const SerializedValue<T>* pSV = static_cast<const SerializedValue<T>*>(GetISerializedValue(propertyName));
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if (!pSV)
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{
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return false;
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}
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value = pSV->value;
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}
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else
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{
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const SerializedValue<T>* pSv = new SerializedValue<T>(value);
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SetISerializedValue(propertyName, pSv);
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}
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return true;
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}
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template <typename T, size_t N>
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struct SerializedValueArray : ISerializedValue
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{
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// NOTE: this requires value being serialized to have a correct copy constructor that
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// will copy all values that would otherwise be deleted when object being serialized
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// is deleted
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SerializedValueArray(const T (&arrayIn)[N] )
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{
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memcpy( valueArray, arrayIn, sizeof( valueArray) );
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}
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T valueArray[N];
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};
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// NOTE: this is less efficient than having separate functions for setting and getting properties,
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// but allows for user code to generally have much simpler serialization methods without needing to
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// handle save and load separately (in most cases)
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template <typename T, size_t N>
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inline bool ISimpleSerializer::SerializeProperty(const char* propertyName, T (&arrayIn)[N])
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{
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if (IsLoading())
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{
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const SerializedValueArray<T,N>* pSV = static_cast<const SerializedValueArray<T,N>*>(GetISerializedValue(propertyName));
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if (!pSV)
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{
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return false;
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}
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memcpy( arrayIn, pSV->valueArray, sizeof( arrayIn ) );
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}
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else
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{
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const SerializedValueArray<T,N>* pSv = new SerializedValueArray<T,N>(arrayIn);
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SetISerializedValue(propertyName, pSv);
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}
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return true;
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}
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#endif //ISIMPLESERIALIZER_INCLUDED
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