1
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forked from 0ad/0ad
0ad/source/simulation2/serialization/StdDeserializer.h
Ykkrosh dd501b2a5a # Add initial basic player AI framework.
Support direct access to serializer streams, so serializers can be
nested.
Make component script "this.template" read-only.
Stop globally-subscribed component scripts receiving messages posted to
local components, to reduce out-of-sync risks.
Move pathfinder data out of entity template directory.
Fix GuiInterface deserialization.

This was SVN commit r8865.
2011-01-12 12:29:00 +00:00

59 lines
1.8 KiB
C++

/* Copyright (C) 2011 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_STDDESERIALIZER
#define INCLUDED_STDDESERIALIZER
#include "IDeserializer.h"
#include "ps/utf16string.h"
#include <map>
class CStdDeserializer : public IDeserializer
{
NONCOPYABLE(CStdDeserializer);
public:
CStdDeserializer(ScriptInterface& scriptInterface, std::istream& stream);
virtual ~CStdDeserializer();
virtual void ScriptVal(const char* name, jsval& out);
virtual void ScriptVal(const char* name, CScriptVal& out);
virtual void ScriptVal(const char* name, CScriptValRooted& out);
virtual void ScriptObjectAppend(const char* name, jsval& obj);
virtual void ScriptString(const char* name, JSString*& out);
virtual std::istream& GetStream();
protected:
virtual void Get(u8* data, size_t len);
private:
jsval ReadScriptVal(JSObject* appendParent);
void ReadStringUTF16(utf16string& str);
virtual void AddScriptBackref(JSObject* obj);
virtual JSObject* GetScriptBackref(u32 tag);
void FreeScriptBackrefs();
std::map<u32, JSObject*> m_ScriptBackrefs; // vector would be nice but maintaining JS roots would be harder
ScriptInterface& m_ScriptInterface;
std::istream& m_Stream;
};
#endif // INCLUDED_STDDESERIALIZER