51 lines
2.5 KiB
C++
51 lines
2.5 KiB
C++
#pragma once
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// MassBuilderSaveTool
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// Copyright (C) 2021 Guillaume Jacquemin
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#include <Corrade/Containers/GrowableArray.h>
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#include "Serialisers/AbstractUnrealPropertySerialiser.h"
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#include "Serialisers/AbstractUnrealCollectionPropertySerialiser.h"
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#include "Types/UnrealPropertyBase.h"
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using namespace Corrade;
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class BinaryReader;
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class BinaryWriter;
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class PropertySerialiser {
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public:
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PropertySerialiser();
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auto read(BinaryReader& reader) -> UnrealPropertyBase::ptr;
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auto readItem(BinaryReader& reader, std::string type, UnsignedLong value_length, std::string name) -> UnrealPropertyBase::ptr;
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auto readSet(BinaryReader& reader, const std::string& item_type, UnsignedInt count) -> Containers::Array<UnrealPropertyBase::ptr>;
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auto deserialise(std::string name, std::string type, UnsignedLong value_length, BinaryReader& reader) -> UnrealPropertyBase::ptr;
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auto serialise(UnrealPropertyBase::ptr& prop, const std::string& item_type, UnsignedLong& bytes_written, BinaryWriter& writer) -> bool;
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auto write(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer) -> bool;
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auto writeItem(UnrealPropertyBase::ptr& prop, const std::string& item_type, UnsignedLong& bytes_written, BinaryWriter& writer) -> bool;
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auto writeSet(Containers::ArrayView<UnrealPropertyBase::ptr> props, const std::string& item_type, UnsignedLong& bytes_written, BinaryWriter& writer) -> bool;
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private:
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auto getSerialiser(const std::string& item_type) -> AbstractUnrealPropertySerialiser*;
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auto getCollectionSerialiser(const std::string& item_type) -> AbstractUnrealCollectionPropertySerialiser*;
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Containers::Array<AbstractUnrealPropertySerialiser::ptr> _serialisers;
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Containers::Array<AbstractUnrealCollectionPropertySerialiser::ptr> _collectionSerialisers;
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};
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