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//////////////////////////////////////////////////////////////////////// // Copyright (c) Nehmulos 2011-2014 // This file is part of N0 Strain Serialization Library. // // N0Strain-Serialization-Library is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // N0Strain-Serialization-Library 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 Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with N0Strain-Serialization-Library. If not, see https://gnu.org/licenses/lgpl-3.0 //////////////////////////////////////////////////////////////////////// #ifndef DESCRIBED_OBJECT_H_ #define DESCRIBED_OBJECT_H_ //////////////////////////////////////////////////////////////////////////////////////////////// /// Derive from this class to serialize your class' members and pointer from and to this class. /// /// 1) To serialize your Class /// just inherit this class /// 2) and implement the virtual functions: /// serialize, getClassID /// 3) add a classIds enum with all classIds to your Constants file /// 4) add a createObjectForId function that returns a "new" SerializedObject pointer /// for a given classId and set Serializer::createObjectForClassId to this function //////////////////////////////////////////////////////////////////////////////////////////////// #include "N0SlibConstants.h" #include <vector> namespace nw { class Describer; class DescribedObject { public: DescribedObject(); virtual ~DescribedObject(); /// implement serialize to read or write your class' members. /// use the given Serializer's functions for this task. virtual void describeObject(Describer *file) = 0; /// return an unsigned int that identifies your class. virtual ClassId getClassId() = 0; // Old stuff from old projects, "that's how we serialized back in 2010! Ohh good ol' times!" // // virtual void readFromFile(FILE* file) = 0; // virtual void writeToFile(FILE* file) = 0; // // int getId(); // // //static stuff // static vector<SerializedObject *> getAllSerializedObjects(); // static SerializedObject *getSerializedObjectForId(int id); // static int getIDForSerializedObject(SerializedObject *object); // // static unsigned int getNumberOfSerializedObjects(); // static void stopIndexing(); // static void startIndexing(); // //makes sure the first id of indexedObjects is 0 // static void addSerializedObjectsToBeginning( // vector<SerializedObject*> indexedObjects); // //private: // static vector<SerializedObject*> allGameObjects; // static bool indexingStopped; }; } // namespace nw #endif /* DESCRIBED_OBJECT_H_ */