scummvm/engines/ags/engine/ac/dynobj/scriptviewport.cpp
2021-02-06 16:37:31 -08:00

72 lines
2.4 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "ac/dynobj/scriptviewport.h"
#include "ac/gamestate.h"
#include "util/bbop.h"
using namespace AGS::Common;
ScriptViewport::ScriptViewport(int id) : _id(id) {}
const char *ScriptViewport::GetType()
{
return "Viewport2";
}
int ScriptViewport::Dispose(const char *address, bool force)
{
// Note that ScriptViewport is a reference to actual Viewport object,
// and this deletes the reference, while viewport may remain in GameState.
delete this;
return 1;
}
int ScriptViewport::Serialize(const char *address, char *buffer, int bufsize)
{
StartSerialize(buffer);
SerializeInt(_id);
return EndSerialize();
}
void ScriptViewport::Unserialize(int index, const char *serializedData, int dataSize)
{
StartUnserialize(serializedData, dataSize);
_id = UnserializeInt();
ccRegisterUnserializedObject(index, this, this);
}
ScriptViewport *Viewport_Unserialize(int handle, const char *serializedData, int dataSize)
{
// The way it works now, we must not create a new script object,
// but acquire one from the GameState, which keeps the first reference.
// This is essential because GameState should be able to invalidate any
// script references when Viewport gets removed.
const int id = BBOp::Int32FromLE(*((int*)serializedData));
if (id >= 0)
{
auto scview = play.RegisterRoomViewport(id, handle);
if (scview)
return scview;
}
return new ScriptViewport(-1); // make invalid reference
}