2010-07-31 09:53:02 +00:00
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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/*
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* This code is based on Broken Sword 2.5 engine
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*
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* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
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*
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* Licensed under GNU GPL v2
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*
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*/
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2010-07-29 19:53:02 +00:00
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// -----------------------------------------------------------------------------
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// Logging
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// -----------------------------------------------------------------------------
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#define BS_LOG_PREFIX "ANIMATIONTEMPLATEREGISTRY"
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// -----------------------------------------------------------------------------
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// Includes
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// -----------------------------------------------------------------------------
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2010-07-30 09:02:39 +00:00
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#include "sword25/kernel/outputpersistenceblock.h"
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#include "sword25/kernel/inputpersistenceblock.h"
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#include "sword25/gfx/animationtemplateregistry.h"
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#include "sword25/gfx/animationtemplate.h"
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2010-07-29 19:53:02 +00:00
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2010-08-06 10:59:50 +00:00
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namespace Sword25 {
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2010-07-29 19:53:02 +00:00
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// -----------------------------------------------------------------------------
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// Implementation
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// -----------------------------------------------------------------------------
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std::auto_ptr<BS_AnimationTemplateRegistry> BS_AnimationTemplateRegistry::m_InstancePtr;
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// -----------------------------------------------------------------------------
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void BS_AnimationTemplateRegistry::LogErrorLn(const char * Message) const
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{
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BS_LOG_ERRORLN(Message);
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}
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// -----------------------------------------------------------------------------
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void BS_AnimationTemplateRegistry::LogWarningLn(const char * Message) const
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{
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BS_LOG_WARNINGLN(Message);
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}
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// -----------------------------------------------------------------------------
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bool BS_AnimationTemplateRegistry::Persist(BS_OutputPersistenceBlock & Writer)
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{
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bool Result = true;
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// Das n<>chste zu vergebene Handle schreiben.
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Writer.Write(m_NextHandle);
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// Anzahl an BS_AnimationTemplates schreiben.
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Writer.Write(m_Handle2PtrMap.size());
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// Alle BS_AnimationTemplates persistieren.
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HANDLE2PTR_MAP::const_iterator Iter = m_Handle2PtrMap.begin();
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while (Iter != m_Handle2PtrMap.end())
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{
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// Handle persistieren.
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Writer.Write(Iter->first);
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// Objekt persistieren.
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Result &= Iter->second->Persist(Writer);
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++Iter;
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}
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return Result;
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}
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// -----------------------------------------------------------------------------
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bool BS_AnimationTemplateRegistry::Unpersist(BS_InputPersistenceBlock & Reader)
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{
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bool Result = true;
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// Das n<>chste zu vergebene Handle wieder herstellen.
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Reader.Read(m_NextHandle);
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// Alle vorhandenen BS_AnimationTemplates zerst<73>ren.
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while (!m_Handle2PtrMap.empty()) delete m_Handle2PtrMap.begin()->second;
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// Anzahl an BS_AnimationTemplates einlesen.
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unsigned int AnimationTemplateCount;
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Reader.Read(AnimationTemplateCount);
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// Alle gespeicherten BS_AnimationTemplates wieder herstellen.
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for (unsigned int i = 0; i < AnimationTemplateCount; ++i)
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{
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// Handle lesen.
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unsigned int Handle;
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Reader.Read(Handle);
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// BS_AnimationTemplate wieder herstellen.
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Result &= (BS_AnimationTemplate::Create(Reader, Handle) != 0);
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}
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return Reader.IsGood() && Result;
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}
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2010-08-05 12:48:19 +00:00
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} // End of namespace Sword25
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