#pragma once // MassBuilderSaveTool // Copyright (C) 2021 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 #include "AbstractUnrealPropertySerialiser.h" #include "../Types/StructProperty.h" template class UnrealPropertySerialiser : public AbstractUnrealPropertySerialiser { static_assert(std::is_base_of::value, "T must be derived from UnrealPropertyBase."); public: using ptr = Containers::Pointer>; auto types() -> Containers::ArrayView override { static const Containers::Array types = []{ Containers::Array array; Containers::Pointer p(new T); if(std::is_base_of::value) { array = Containers::Array{InPlaceInit, {dynamic_cast(p.get())->structType}}; } else { array = Containers::Array{InPlaceInit, {p->propertyType}}; } return array; }(); return types; } auto deserialise(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr override { return deserialiseProperty(name, type, value_length, reader, serialiser); } auto serialise(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override { return serialiseProperty(prop, bytes_written, writer, serialiser); } private: virtual auto deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> typename UnrealPropertyBase::ptr = 0; virtual auto serialiseProperty(typename UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool = 0; };