root/src/DescribedObject.h

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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_ */