MassBuilderSaveTool/src/UESaveFile/Serialisers/UnrealPropertySerialiser.h

59 lines
2.7 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 <type_traits>
#include "AbstractUnrealPropertySerialiser.h"
#include "../Types/StructProperty.h"
template<typename T>
class UnrealPropertySerialiser : public AbstractUnrealPropertySerialiser {
static_assert(std::is_base_of<UnrealPropertyBase, T>::value, "T must be derived from UnrealPropertyBase.");
public:
using ptr = Containers::Pointer<UnrealPropertySerialiser<T>>;
auto types() -> Containers::ArrayView<const std::string> override {
static const Containers::Array<std::string> types = []{
Containers::Array<std::string> array;
Containers::Pointer<T> p(new T);
if(std::is_base_of<StructProperty, T>::value) {
array = Containers::Array<std::string>{InPlaceInit, {dynamic_cast<StructProperty*>(p.get())->structType}};
}
else {
array = Containers::Array<std::string>{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;
};