127 lines
3.6 KiB
C++
127 lines
3.6 KiB
C++
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/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "spriterendercomponent.h"
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namespace App
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{
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#define DEFINE_SERIAL_ITEM_NAME(name) static const char* g##name##Tag = #name
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DEFINE_SERIAL_ITEM_NAME(BlockName);
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DEFINE_SERIAL_ITEM_NAME(AnimName);
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DEFINE_SERIAL_ITEM_NAME(Loops);
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DEFINE_SERIAL_ITEM_NAME(Speed);
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DEFINE_SERIAL_ITEM_NAME(PlayOnWake);
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Version SpriteRenderComponent::GetVersion() const
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{
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return 2;
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}
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// @ISerialization::Load
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void SpriteRenderComponent::Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args )
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{
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if (1 == ver)
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{
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Load_1(ver, pReader, args);
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return;
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}
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else if (2 == ver)
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{
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Load_2(ver, pReader, args);
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return;
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}
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n_error(" %s Load unknown version.\n", this->GetClassName().AsCharPtr() );
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}
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void SpriteRenderComponent::Load_1( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args )
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{
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pReader->SerializeSuper<Super>(this, args);
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Util::String blockName;
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Util::String animName;
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int loops = 0;
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float speed = 1.0f;
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pReader->SerializeString(gBlockNameTag, blockName);
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pReader->SerializeString(gAnimNameTag, animName);
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pReader->SerializeInt(gLoopsTag, loops);
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pReader->SerializeFloat(gSpeedTag, speed);
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if (blockName.Length())
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{
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SetBlock(blockName);
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}
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if (animName.Length())
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{
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SetAnimation(animName, loops);
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}
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}
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void SpriteRenderComponent::Load_2( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args )
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{
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pReader->SerializeSuper<Super>(this, args);
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Util::String blockName;
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Util::String animName;
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int loops = 0;
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float speed = 1.0f;
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pReader->SerializeBool(gPlayOnWakeTag, mPlayOnWake);
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pReader->SerializeString(gBlockNameTag, blockName);
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pReader->SerializeString(gAnimNameTag, animName);
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pReader->SerializeInt(gLoopsTag, loops);
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pReader->SerializeFloat(gSpeedTag, speed);
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if (blockName.Length())
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{
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SetBlock(blockName);
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}
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if (animName.Length())
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{
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SetAnimation(animName, loops, false, speed);
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}
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}
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// @ISerialization::Save
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void SpriteRenderComponent::Save( AppWriter* pWriter ) const
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{
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pWriter->SerializeSuper<Super>(this);
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pWriter->SerializeBool(gPlayOnWakeTag, mPlayOnWake);
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pWriter->SerializeString(gBlockNameTag, mPlayer.GetBlockName());
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pWriter->SerializeString(gAnimNameTag, mPlayer.GetAnimationName());
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pWriter->SerializeInt(gLoopsTag, mPlayer.GetAnimationLoops());
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pWriter->SerializeFloat(gSpeedTag, mPlayer.GetAnimationSpeed());
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}
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}
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