MassBuilderSaveTool/src/UESaveFile/Serialisers/FloatPropertySerialiser.cpp

63 lines
2.3 KiB
C++

// 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 <https://www.gnu.org/licenses/>.
#include "../BinaryReader.h"
#include "../BinaryWriter.h"
#include "../../Logger/Logger.h"
#include "FloatPropertySerialiser.h"
auto FloatPropertySerialiser::types() -> Containers::ArrayView<const Containers::String> {
using namespace Containers::Literals;
static const Containers::Array<Containers::String> 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<FloatProperty>();
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<FloatProperty*>(prop.get());
if(!float_prop) {
LOG_ERROR("The property is not a valid float property.");
return false;
}
writer.writeValueToArray<char>('\0');
bytes_written += writer.writeValueToArray<Float>(float_prop->value);
return true;
}