//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _CONSOLE_SIMOBJECTMEMENTO_H_ #define _CONSOLE_SIMOBJECTMEMENTO_H_ #ifndef _SIM_H_ #include "console/sim.h" #endif /// This simple class is used to store an SimObject and /// its state so it can be recreated at a later time. /// /// The success of restoring the object completely depends /// on the results from SimObject::write(). class SimObjectMemento { protected: /// The captured object state. UTF8 *mState; /// The captured object's name. String mObjectName; bool mIsDatablock; public: SimObjectMemento(); virtual ~SimObjectMemento(); /// Returns true if we have recorded state. bool hasState() const { return mState; } /// void save( SimObject *object ); /// SimObject *restore() const; }; #endif // _CONSOLE_SIMOBJECTMEMENTO_H_