MassBuilderSaveTool/src/UESaveFile/PropertySerialiser.h

62 lines
2.8 KiB
C++

#pragma once
// 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 <Corrade/Containers/GrowableArray.h>
#include <Corrade/Containers/String.h>
#include <Corrade/Containers/StringView.h>
#include "Serialisers/AbstractUnrealPropertySerialiser.h"
#include "Serialisers/AbstractUnrealCollectionPropertySerialiser.h"
#include "Types/UnrealPropertyBase.h"
using namespace Corrade;
class BinaryReader;
class BinaryWriter;
class PropertySerialiser {
public:
static PropertySerialiser& instance();
UnrealPropertyBase::ptr read(BinaryReader& reader);
UnrealPropertyBase::ptr readItem(BinaryReader& reader, Containers::String type, std::size_t value_length,
Containers::String name);
Containers::Array<UnrealPropertyBase::ptr> readSet(BinaryReader& reader, Containers::StringView item_type,
std::uint32_t count);
UnrealPropertyBase::ptr deserialise(Containers::String name, Containers::String type, std::size_t value_length,
BinaryReader& reader);
bool serialise(UnrealPropertyBase::ptr& prop, Containers::StringView item_type, std::size_t& bytes_written,
BinaryWriter& writer);
bool write(UnrealPropertyBase::ptr& prop, std::size_t& bytes_written, BinaryWriter& writer);
bool writeItem(UnrealPropertyBase::ptr& prop, Containers::StringView item_type, std::size_t& bytes_written,
BinaryWriter& writer);
bool writeSet(Containers::ArrayView<UnrealPropertyBase::ptr> props, Containers::StringView item_type,
std::size_t& bytes_written, BinaryWriter& writer);
private:
PropertySerialiser();
AbstractUnrealPropertySerialiser* getSerialiser(Containers::StringView item_type);
AbstractUnrealCollectionPropertySerialiser* getCollectionSerialiser(Containers::StringView item_type);
Containers::Array<AbstractUnrealPropertySerialiser::ptr> _serialisers;
Containers::Array<AbstractUnrealCollectionPropertySerialiser::ptr> _collectionSerialisers;
};