0ad/source/simulation2/serialization/StdSerializer.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

61 lines
1.5 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_STDSERIALIZER
#define INCLUDED_STDSERIALIZER
#include "BinarySerializer.h"
#include <cstring>
class CStdSerializerImpl
{
NONCOPYABLE(CStdSerializerImpl);
public:
CStdSerializerImpl(std::ostream& stream);
void Put(const char* name, const u8* data, size_t len)
{
#if 0 // annotate the stream to help debugging if you're reading the output in a hex editor
m_Stream.put('[');
m_Stream.write(name, strlen(name));
m_Stream.put(']');
#else
UNUSED2(name);
#endif
m_Stream.write((const char*)data, (std::streamsize)len);
}
std::ostream& GetStream()
{
return m_Stream;
}
private:
std::ostream& m_Stream;
};
class CStdSerializer : public CBinarySerializer<CStdSerializerImpl>
{
public:
CStdSerializer(ScriptInterface& scriptInterface, std::ostream& stream);
virtual std::ostream& GetStream();
};
#endif // INCLUDED_STDSERIALIZER