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# Conflicts: # source/CMakeLists.txt # source/common/engine/serializer.h
316 lines
8.5 KiB
C++
316 lines
8.5 KiB
C++
#ifndef __SERIALIZER_H
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#define __SERIALIZER_H
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#include <stdint.h>
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#include <type_traits>
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#include "tarray.h"
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#include "file_zip.h"
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#include "tflags.h"
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#include "vectors.h"
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#include "palentry.h"
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#include "name.h"
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#include "dictionary.h"
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extern bool save_full;
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struct FWriter;
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struct FReader;
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class PClass;
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class FFont;
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class FSoundID;
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union FRenderStyle;
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class DObject;
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class FTextureID;
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inline bool nullcmp(const void *buffer, size_t length)
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{
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const char *p = (const char *)buffer;
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for (; length > 0; length--)
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{
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if (*p++ != 0) return false;
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}
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return true;
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}
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struct NumericValue
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{
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enum EType
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{
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NM_invalid,
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NM_signed,
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NM_unsigned,
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NM_float
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} type;
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union
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{
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int64_t signedval;
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uint64_t unsignedval;
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double floatval;
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};
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bool operator !=(const NumericValue &other)
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{
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return type != other.type || signedval != other.signedval;
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}
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};
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class FSerializer
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{
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public:
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FWriter *w = nullptr;
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FReader *r = nullptr;
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bool soundNamesAreUnique = false; // While in GZDoom, sound names are unique, that isn't universally true - let the serializer handle both cases with a flag.
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unsigned ArraySize();
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void WriteKey(const char *key);
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void WriteObjects();
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private:
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virtual void CloseReaderCustom() {}
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public:
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~FSerializer()
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{
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mErrors = 0; // The destructor may not throw an exception so silence the error checker.
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Close();
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}
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void SetUniqueSoundNames() { soundNamesAreUnique = true; }
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bool OpenWriter(bool pretty = true);
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bool OpenReader(const char *buffer, size_t length);
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bool OpenReader(FCompressedBuffer *input);
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void Close();
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void ReadObjects(bool hubtravel);
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bool BeginObject(const char *name);
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void EndObject();
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bool BeginArray(const char *name);
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void EndArray();
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unsigned GetSize(const char *group);
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const char *GetKey();
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const char *GetOutput(unsigned *len = nullptr);
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FCompressedBuffer GetCompressedOutput();
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// The sprite serializer is a special case because it is needed by the VM to handle its 'spriteid' type.
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virtual FSerializer &Sprite(const char *key, int32_t &spritenum, int32_t *def);
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// This is only needed by the type system.
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virtual FSerializer& StatePointer(const char* key, void* ptraddr, bool *res);
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FSerializer &StringPtr(const char *key, const char *&charptr); // This only retrieves the address but creates no permanent copy of the string unlike the regular char* serializer.
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FSerializer &AddString(const char *key, const char *charptr);
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const char *GetString(const char *key);
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FSerializer &ScriptNum(const char *key, int &num);
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bool isReading() const
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{
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return r != nullptr;
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}
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bool isWriting() const
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{
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return w != nullptr;
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}
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bool canSkip() const;
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template<class T>
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FSerializer &operator()(const char *key, T &obj)
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{
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return Serialize(*this, key, obj, (T*)nullptr);
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}
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template<class T>
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FSerializer &operator()(const char *key, T &obj, T &def)
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{
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return Serialize(*this, key, obj, save_full? nullptr : &def);
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}
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template<class T>
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FSerializer &Array(const char *key, T *obj, int count, bool fullcompare = false)
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{
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if (!save_full && fullcompare && isWriting() && nullcmp(obj, count * sizeof(T)))
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{
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return *this;
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}
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if (BeginArray(key))
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{
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if (isReading())
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{
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int max = ArraySize();
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if (max < count) count = max;
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}
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for (int i = 0; i < count; i++)
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{
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Serialize(*this, nullptr, obj[i], (T*)nullptr);
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}
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EndArray();
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}
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return *this;
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}
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template<class T>
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FSerializer &Array(const char *key, T *obj, T *def, int count, bool fullcompare = false)
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{
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if (!save_full && fullcompare && isWriting() && def != nullptr && !memcmp(obj, def, count * sizeof(T)))
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{
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return *this;
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}
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if (BeginArray(key))
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{
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if (isReading())
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{
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int max = ArraySize();
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if (max < count) count = max;
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}
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for (int i = 0; i < count; i++)
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{
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Serialize(*this, nullptr, obj[i], def ? &def[i] : nullptr);
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}
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EndArray();
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}
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return *this;
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}
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template<class T>
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FSerializer &Enum(const char *key, T &obj)
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{
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auto val = (typename std::underlying_type<T>::type)obj;
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Serialize(*this, key, val, nullptr);
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obj = (T)val;
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return *this;
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}
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int mErrors = 0;
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};
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FSerializer& Serialize(FSerializer& arc, const char* key, char& value, char* defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, bool &value, bool *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, int64_t &value, int64_t *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, uint64_t &value, uint64_t *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, int32_t &value, int32_t *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, uint32_t &value, uint32_t *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, int8_t &value, int8_t *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, uint8_t &value, uint8_t *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, int16_t &value, int16_t *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, uint16_t &value, uint16_t *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, double &value, double *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, float &value, float *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, FTextureID &value, FTextureID *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, DObject *&value, DObject ** /*defval*/, bool *retcode = nullptr);
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FSerializer &Serialize(FSerializer &arc, const char *key, FName &value, FName *defval);
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FSerializer &Serialize(FSerializer &arc, const char *key, FSoundID &sid, FSoundID *def);
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FSerializer &Serialize(FSerializer &arc, const char *key, FString &sid, FString *def);
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FSerializer &Serialize(FSerializer &arc, const char *key, NumericValue &sid, NumericValue *def);
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template<class T>
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FSerializer &Serialize(FSerializer &arc, const char *key, T *&value, T **)
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{
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DObject *v = static_cast<DObject*>(value);
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Serialize(arc, key, v, nullptr);
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value = static_cast<T*>(v);
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return arc;
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}
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template<class T, class TT>
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FSerializer &Serialize(FSerializer &arc, const char *key, TArray<T, TT> &value, TArray<T, TT> *def)
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{
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if (arc.isWriting())
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{
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if (value.Size() == 0) return arc; // do not save empty arrays
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}
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bool res = arc.BeginArray(key);
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if (arc.isReading())
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{
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if (!res)
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{
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value.Clear();
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return arc;
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}
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value.Resize(arc.ArraySize());
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}
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for (unsigned i = 0; i < value.Size(); i++)
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{
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Serialize(arc, nullptr, value[i], def? &(*def)[i] : nullptr);
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}
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arc.EndArray();
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return arc;
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}
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template<> FSerializer& Serialize(FSerializer& arc, const char* key, PClass*& clst, PClass** def);
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template<> FSerializer& Serialize(FSerializer& arc, const char* key, FFont*& font, FFont** def);
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template<> FSerializer &Serialize(FSerializer &arc, const char *key, Dictionary *&dict, Dictionary **def);
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inline FSerializer &Serialize(FSerializer &arc, const char *key, DVector3 &p, DVector3 *def)
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{
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return arc.Array<double>(key, &p[0], def? &(*def)[0] : nullptr, 3, true);
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}
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inline FSerializer &Serialize(FSerializer &arc, const char *key, DRotator &p, DRotator *def)
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{
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return arc.Array<DAngle>(key, &p[0], def? &(*def)[0] : nullptr, 3, true);
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}
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inline FSerializer &Serialize(FSerializer &arc, const char *key, DVector2 &p, DVector2 *def)
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{
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return arc.Array<double>(key, &p[0], def? &(*def)[0] : nullptr, 2, true);
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}
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inline FSerializer &Serialize(FSerializer &arc, const char *key, DAngle &p, DAngle *def)
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{
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return Serialize(arc, key, p.Degrees, def? &def->Degrees : nullptr);
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}
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inline FSerializer &Serialize(FSerializer &arc, const char *key, PalEntry &pe, PalEntry *def)
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{
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return Serialize(arc, key, pe.d, def? &def->d : nullptr);
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}
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FSerializer &Serialize(FSerializer &arc, const char *key, FRenderStyle &style, FRenderStyle *def);
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template<class T, class TT>
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FSerializer &Serialize(FSerializer &arc, const char *key, TFlags<T, TT> &flags, TFlags<T, TT> *def)
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{
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return Serialize(arc, key, flags.Value, def? &def->Value : nullptr);
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}
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// Automatic save record registration
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struct SaveRecord
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{
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const char* GameModule;
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void (*Handler)(FSerializer& arc);
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SaveRecord(const char* nm, void (*handler)(FSerializer& arc));
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};
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struct SaveRecords
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{
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TArray<SaveRecord*> records;
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void RunHandlers(const char* gameModule, FSerializer& arc)
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{
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for (auto record : records)
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{
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if (!strcmp(gameModule, record->GameModule))
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{
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record->Handler(arc);
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}
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}
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}
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};
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extern SaveRecords saveRecords;
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inline SaveRecord::SaveRecord(const char* nm, void (*handler)(FSerializer& arc))
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{
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GameModule = nm;
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Handler = handler;
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saveRecords.records.Push(this);
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}
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FString DictionaryToString(const Dictionary &dict);
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Dictionary *DictionaryFromString(const FString &string);
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#endif
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