// MassBuilderSaveTool // Copyright (C) 2021-2022 Guillaume Jacquemin // // 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 . #include "../BinaryReader.h" #include "../BinaryWriter.h" #include "../../Logger/Logger.h" #include "FloatPropertySerialiser.h" auto FloatPropertySerialiser::types() -> Containers::ArrayView { using namespace Containers::Literals; static const Containers::Array types{InPlaceInit, {"FloatProperty"_s}}; return types; } auto FloatPropertySerialiser::deserialise(Containers::StringView name, Containers::StringView type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr { auto prop = Containers::pointer(); char terminator; if(!reader.readChar(terminator) || terminator != '\0') { LOG_ERROR_FORMAT("Couldn't read a null byte in float property {}.", name); return nullptr; } if(!reader.readFloat(prop->value)) { LOG_ERROR_FORMAT("Couldn't read float property {}'s value.", name); return nullptr; } return prop; } auto FloatPropertySerialiser::serialise(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool { auto float_prop = dynamic_cast(prop.get()); if(!float_prop) { LOG_ERROR("The property is not a valid float property."); return false; } writer.writeValueToArray('\0'); bytes_written += writer.writeValueToArray(float_prop->value); return true; }