0ad/source/simulation2/serialization/StdDeserializer.h

55 lines
1.7 KiB
C++

/* Copyright (C) 2010 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 <map>
class CStdDeserializer : public IDeserializer
{
NONCOPYABLE(CStdDeserializer);
public:
CStdDeserializer(ScriptInterface& scriptInterface, std::istream& stream);
virtual ~CStdDeserializer();
virtual void ScriptVal(jsval& out);
virtual void ScriptVal(CScriptVal& out);
virtual void ScriptVal(CScriptValRooted& out);
virtual void ScriptObjectAppend(jsval& obj);
virtual void ScriptString(JSString*& out);
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