72 lines
2.4 KiB
C++
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
|
|
}
|