59 lines
2.7 KiB
C++
59 lines
2.7 KiB
C++
#pragma once
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// MassBuilderSaveTool
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// Copyright (C) 2021-2022 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 <type_traits>
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#include "AbstractUnrealPropertySerialiser.h"
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#include "../Types/StructProperty.h"
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template<typename T>
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class UnrealPropertySerialiser : public AbstractUnrealPropertySerialiser {
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static_assert(std::is_base_of<UnrealPropertyBase, T>::value, "T must be derived from UnrealPropertyBase.");
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public:
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using ptr = Containers::Pointer<UnrealPropertySerialiser<T>>;
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auto types() -> Containers::ArrayView<const std::string> override {
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static const Containers::Array<std::string> types = []{
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Containers::Array<std::string> array;
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Containers::Pointer<T> p(new T);
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if(std::is_base_of<StructProperty, T>::value) {
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array = Containers::Array<std::string>{InPlaceInit, {dynamic_cast<StructProperty*>(p.get())->structType}};
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}
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else {
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array = Containers::Array<std::string>{InPlaceInit, {p->propertyType}};
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}
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return array;
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}();
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return types;
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}
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auto deserialise(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> UnrealPropertyBase::ptr override {
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return deserialiseProperty(name, type, value_length, reader, serialiser);
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}
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auto serialise(UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool override {
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return serialiseProperty(prop, bytes_written, writer, serialiser);
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}
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private:
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virtual auto deserialiseProperty(const std::string& name, const std::string& type, UnsignedLong value_length, BinaryReader& reader, PropertySerialiser& serialiser) -> typename UnrealPropertyBase::ptr = 0;
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virtual auto serialiseProperty(typename UnrealPropertyBase::ptr& prop, UnsignedLong& bytes_written, BinaryWriter& writer, PropertySerialiser& serialiser) -> bool = 0;
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};
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