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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** 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 <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : WWSaveLoad *
- * *
- * $Archive:: /Commando/Code/wwsaveload/persistfactory.h $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 5/04/01 8:42p $*
- * *
- * $Revision:: 11 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef PERSISTFACTORY_H
- #define PERSISTFACTORY_H
- #include "always.h"
- #include "bittype.h"
- #include "chunkio.h"
- #include "wwdebug.h"
- #include "saveload.h"
- class PersistClass;
- /*
- ** PersistFactoryClass
- ** Create a PersistFactoryClass for each concrete derived PersistClass. These
- ** factories automatically register with the SaveLoadSystem in their constructors
- ** and should be accessible through the virtual Get_Factory method of any
- ** derived PersistClass.
- */
- class PersistFactoryClass
- {
- public:
- PersistFactoryClass(void);
- virtual ~PersistFactoryClass(void);
- virtual uint32 Chunk_ID(void) const = 0;
- virtual PersistClass * Load(ChunkLoadClass & cload) const = 0;
- virtual void Save(ChunkSaveClass & csave,PersistClass * obj) const = 0;
- private:
- PersistFactoryClass * NextFactory;
- friend class SaveLoadSystemClass;
- };
- /*
- ** SimplePersistFactoryClass
- ** This template automates the creation of a PersistFactory for any type of Persist
- ** object. Simply instantiate a single static instance of this template with the
- ** type and chunkid in the .cpp file of your class.
- */
- template <class T,int CHUNKID> class SimplePersistFactoryClass : public PersistFactoryClass
- {
- public:
- virtual uint32 Chunk_ID(void) const { return CHUNKID; }
- virtual PersistClass * Load(ChunkLoadClass & cload) const;
- virtual void Save(ChunkSaveClass & csave,PersistClass * obj) const;
- /*
- ** Internal chunk id's
- */
- enum
- {
- SIMPLEFACTORY_CHUNKID_OBJPOINTER = 0x00100100,
- SIMPLEFACTORY_CHUNKID_OBJDATA
- };
- };
- template<class T, int CHUNKID> PersistClass *
- SimplePersistFactoryClass<T,CHUNKID>::Load(ChunkLoadClass & cload) const
- {
- T * new_obj = W3DNEW T;
- T * old_obj = NULL;
- cload.Open_Chunk();
- WWASSERT(cload.Cur_Chunk_ID() == SIMPLEFACTORY_CHUNKID_OBJPOINTER);
- cload.Read(&old_obj,sizeof(T *));
- cload.Close_Chunk();
- cload.Open_Chunk();
- WWASSERT(cload.Cur_Chunk_ID() == SIMPLEFACTORY_CHUNKID_OBJDATA);
- new_obj->Load(cload);
- cload.Close_Chunk();
- SaveLoadSystemClass::Register_Pointer(old_obj,new_obj);
- return new_obj;
- }
- template<class T, int CHUNKID> void
- SimplePersistFactoryClass<T,CHUNKID>::Save(ChunkSaveClass & csave,PersistClass * obj) const
- {
- uint32 objptr = (uint32)obj;
- csave.Begin_Chunk(SIMPLEFACTORY_CHUNKID_OBJPOINTER);
- csave.Write(&objptr,sizeof(uint32));
- csave.End_Chunk();
- csave.Begin_Chunk(SIMPLEFACTORY_CHUNKID_OBJDATA);
- obj->Save(csave);
- csave.End_Chunk();
- }
- #endif
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