6e8fbca745
match the genesis editor version 1.3.0.653.
135 lines
4.3 KiB
C++
135 lines
4.3 KiB
C++
/****************************************************************************
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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 "appframework/actormanager.h"
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namespace App
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{
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class ActorManagerSerialization
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{
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public:
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ActorManagerSerialization( const ActorManager* pManager )
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:mObject(pManager)
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{
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}
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inline void Load( Version ver, AppReader* pReader )
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{
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if ( 1 == ver )
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{
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Load_1(pReader);
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return;
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}
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n_error(" ActorManagerSerialization::Load unknonw version " );
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}
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void Load_1( AppReader* pReader );
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void Save( AppWriter* pWriter );
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protected:
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const ActorManager* mObject;
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};
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const static char* s_TemplateActorCount = "TemplateActorCount";
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//------------------------------------------------------------------------
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void ActorManagerSerialization::Load_1(AppReader* pSerialize)
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{
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ActorManager* pManager = const_cast<ActorManager*>(mObject);
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/// <20><>ȡactor<6F><72>ģ<EFBFBD><C4A3>
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{
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SizeT tempSize;
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pSerialize->SerializeInt( s_TemplateActorCount, tempSize );
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if ( tempSize != 0 )
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{
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// do not use " ActorManager::ActorTemplateContainer& actorTemplates=pManager->mTemplateActors "
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// for did not init actor_template from actor_template
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ActorManager::ActorTemplateContainer actorTemplates;
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Serialization::FileType fileType = Serialization::FT_DEFAULT;
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actorTemplates.Reserve( tempSize );
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actorTemplates.BeginBulkAdd();
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for ( IndexT index = 0; index < tempSize; ++index )
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{
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GPtr<Actor> pActor = pSerialize->SerializeObject<Actor>();
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n_assert( pActor );
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actorTemplates.Add( pActor->GetTemplateName().AsString(), ActorManager::TemplateInfo(pActor,fileType ));
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}
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actorTemplates.EndBulkAdd();
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pManager->mTemplateActors = actorTemplates;
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}
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}
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}
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//------------------------------------------------------------------------
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void ActorManagerSerialization::Save(AppWriter* pSerialize)
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{
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const ActorManager* pManager = mObject;
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/// <20>洢actor<6F><72>ģ<EFBFBD><C4A3>
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{
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const ActorManager::ActorTemplateContainer& actorTemplates = pManager->mTemplateActors;
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SizeT tempSize = actorTemplates.Size();
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pSerialize->SerializeInt( s_TemplateActorCount, tempSize );
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for ( IndexT index = 0; index < tempSize; ++index )
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{
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const GPtr<Actor>& pActor = actorTemplates.ValueAtIndex( index ).m_ptr;
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pSerialize->SerializeObject( pActor );
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}
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}
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}
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}
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namespace App
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{
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//------------------------------------------------------------------------
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// @ISerialization::GetVersion. when change storage, must add SerializeVersion count
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Version ActorTemplateFile::GetVersion() const
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{
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return 1; // <09><>ǰ<EFBFBD>汾<EFBFBD><E6B1BE><EFBFBD><EFBFBD>1
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}
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//------------------------------------------------------------------------
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// @ISerialization::Load
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void ActorTemplateFile::Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args )
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{
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ActorManagerSerialization Serialize( ActorManager::Instance() );
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Serialize.Load( ver, pReader );
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}
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//------------------------------------------------------------------------
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// @ISerialization::Save
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void ActorTemplateFile::Save( AppWriter* pWriter ) const
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{
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ActorManagerSerialization Serialize( ActorManager::Instance() );
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Serialize.Save( pWriter );
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}
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}
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