MassBuilderSaveTool/src/UESaveFile/Serialisers/ColourPropertySerialiser.cpp

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// MassBuilderSaveTool
// Copyright (C) 2021-2022 Guillaume Jacquemin
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//
// 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 3 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, see <https://www.gnu.org/licenses/>.
#include "../BinaryReader.h"
#include "../BinaryWriter.h"
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#include "../../Logger/Logger.h"
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#include "ColourPropertySerialiser.h"
auto ColourPropertySerialiser::deserialiseProperty(Containers::StringView name, Containers::StringView type,
UnsignedLong value_length, BinaryReader& reader,
PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr
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{
auto prop = Containers::pointer<ColourStructProperty>();
if(!reader.readFloat(prop->r) || !reader.readFloat(prop->g) ||
!reader.readFloat(prop->b) || !reader.readFloat(prop->a))
{
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LOG_ERROR_FORMAT("Couldn't read colour property {}'s value.", name);
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return nullptr;
}
return prop;
}
auto ColourPropertySerialiser::serialiseProperty(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written,
BinaryWriter& writer, PropertySerialiser& serialiser) -> bool
{
auto colour_prop = dynamic_cast<ColourStructProperty*>(prop.get());
if(!colour_prop) {
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LOG_ERROR("The property is not a valid colour property.");
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return false;
}
bytes_written += writer.writeValueToArray<Float>(colour_prop->r) + writer.writeValueToArray<Float>(colour_prop->g) +
writer.writeValueToArray<Float>(colour_prop->b) + writer.writeValueToArray<Float>(colour_prop->a);
return true;
}