MassBuilderSaveTool/src/UESaveFile/PropertySerialiser.h

52 lines
2.5 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 "Serialisers/AbstractUnrealPropertySerialiser.h"
#include "Serialisers/AbstractUnrealCollectionPropertySerialiser.h"
#include "Types/UnrealPropertyBase.h"
using namespace Corrade;
class BinaryReader;
class BinaryWriter;
class PropertySerialiser {
public:
PropertySerialiser();
auto read(BinaryReader& reader) -> UnrealPropertyBase::ptr;
auto readItem(BinaryReader& reader, std::string type, UnsignedLong value_length, std::string name) -> UnrealPropertyBase::ptr;
auto readSet(BinaryReader& reader, const std::string& item_type, UnsignedInt count) -> Containers::Array<UnrealPropertyBase::ptr>;
auto deserialise(std::string name, std::string type, UnsignedLong value_length, BinaryReader& reader) -> UnrealPropertyBase::ptr;
auto serialise(UnrealPropertyBase::ptr& prop, const std::string& item_type, UnsignedLong& bytes_written, BinaryWriter& writer) -> bool;
auto write(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer) -> bool;
auto writeItem(UnrealPropertyBase::ptr& prop, const std::string& item_type, UnsignedLong& bytes_written, BinaryWriter& writer) -> bool;
auto writeSet(Containers::ArrayView<UnrealPropertyBase::ptr> props, const std::string& item_type, UnsignedLong& bytes_written, BinaryWriter& writer) -> bool;
private:
auto getSerialiser(const std::string& item_type) -> AbstractUnrealPropertySerialiser*;
auto getCollectionSerialiser(const std::string& item_type) -> AbstractUnrealCollectionPropertySerialiser*;
Containers::Array<AbstractUnrealPropertySerialiser::ptr> _serialisers;
Containers::Array<AbstractUnrealCollectionPropertySerialiser::ptr> _collectionSerialisers;
};