mirror of
https://github.com/amyinspace/MagicSetEditor2.git
synced 2026-06-11 05:07:00 -04:00
b73f081b60
MSE now handles opening more gracefully - can handle directories and failures Changed behavior to always save cards to separate files with intent to add VCS later (note: shouldn't do this for zip, but can't see a good way to approach this) git-svn-id: svn://svn.code.sf.net/p/magicseteditor/code/trunk@1388 0fc631ac-6414-0410-93d0-97cfa31319b6
171 lines
5.9 KiB
C++
171 lines
5.9 KiB
C++
//+----------------------------------------------------------------------------+
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//| Description: Magic Set Editor - Program to make Magic (tm) cards |
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//| Copyright: (C) 2001 - 2009 Twan van Laarhoven and Sean Hunt |
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//| License: GNU General Public License 2 or later (see file COPYING) |
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//+----------------------------------------------------------------------------+
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#ifndef HEADER_UTIL_IO_WRITER
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#define HEADER_UTIL_IO_WRITER
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// ----------------------------------------------------------------------------- : Includes
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#include <util/prec.hpp>
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#include <wx/txtstrm.h>
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template <typename T> class Defaultable;
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template <typename T> class Scriptable;
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DECLARE_POINTER_TYPE(Game);
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DECLARE_POINTER_TYPE(StyleSheet);
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// ----------------------------------------------------------------------------- : Writer
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typedef wxOutputStream OutputStream;
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typedef shared_ptr<wxOutputStream> OutputStreamP;
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/// The Writer can be used for writing (serializing) objects
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class Writer {
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public:
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/// Construct a writer that writes to the given output stream
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Writer(const OutputStreamP& output, Version file_app_version);
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/// Tell the reflection code we are not reading
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inline bool reading() const { return false; }
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inline bool scripting() const { return false; }
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inline bool isComplex() const { return true; }
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inline void addAlias(int, const Char*, const Char*) {}
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inline void handleIgnore(int, const Char*) {}
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// --------------------------------------------------- : Handling objects
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/// Handle an object: write it under the given name
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template <typename T>
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void handle(const Char* name, const T& object) {
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enterBlock(name);
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handle(object);
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exitBlock();
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}
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/// Handle a value
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template <typename T>
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inline void handleNoScript(const Char* name, T& value) { handle(name,value); }
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/// Write a vector to the output stream
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template <typename T>
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void handle(const Char* name, const vector<T>& vector);
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/// Write a string to the output stream
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void handle(const String& str);
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void handle(const Char* str) { handle(String(str)); }
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/// Write an object of type T to the output stream
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template <typename T> void handle(const T&);
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/// Write a intrusive_ptr to the output stream
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template <typename T> void handle(const intrusive_ptr<T>&);
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/// Write a map to the output stream
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template <typename K, typename V> void handle(const map<K,V>&);
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/// Write an IndexMap to the output stream
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template <typename K, typename V> void handle(const IndexMap<K,V>&);
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template <typename K, typename V> void handle(const DelayedIndexMaps<K,V>&);
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template <typename K, typename V> void handle(const DelayedIndexMapsData<K,V>&);
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/// Write an object of type Defaultable<T> to the output stream
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template <typename T> void handle(const Defaultable<T>&);
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/// Write an object of type Scriptable<T> to the output stream
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template <typename T> void handle(const Scriptable<T>&);
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// special behaviour
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void handle(const GameP&);
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void handle(const StyleSheetP&);
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private:
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// --------------------------------------------------- : Data
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/// Indentation of the current block
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int indentation;
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/// Blocks opened to which nothing has been written
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vector<const Char*> pending_opened;
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/// Output stream we are writing to
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OutputStreamP output;
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/// Text stream wrapping the output stream
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wxTextOutputStream stream;
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// --------------------------------------------------- : Writing to the stream
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/// Start a new block with the given name
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void enterBlock(const Char* name);
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/// Leave the block we are in
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void exitBlock();
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/// Write the pending_opened with the required indentation
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void writePending();
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/// Output some taps to represent the indentation level
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void writeIndentation();
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};
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// ----------------------------------------------------------------------------- : Container types
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template <typename T>
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void Writer::handle(const Char* name, const vector<T>& vec) {
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String vectorKey = singular_form(name);
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for (typename vector<T>::const_iterator it = vec.begin() ; it != vec.end() ; ++it) {
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handle(vectorKey, *it);
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}
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}
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template <typename T>
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void Writer::handle(const intrusive_ptr<T>& pointer) {
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if (pointer) handle(*pointer);
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}
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template <typename K, typename V>
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void Writer::handle(const map<K,V>& m) {
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for (typename map<K,V>::const_iterator it = m.begin() ; it != m.end() ; ++it) {
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handle(it->first.c_str(), it->second);
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}
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}
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template <typename K, typename V>
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void Writer::handle(const IndexMap<K,V>& m) {
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for (typename IndexMap<K,V>::const_iterator it = m.begin() ; it != m.end() ; ++it) {
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handle(get_key_name(*it).c_str(), *it);
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}
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}
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// ----------------------------------------------------------------------------- : Reflection
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/// Implement reflection as used by Writer
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#define REFLECT_OBJECT_WRITER(Cls) \
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template<> void Writer::handle<Cls>(const Cls& object) { \
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const_cast<Cls&>(object).reflect(*this); \
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} \
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void Cls::reflect(Writer& writer) { \
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reflect_impl(writer); \
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}
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// ----------------------------------------------------------------------------- : Reflection for enumerations
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/// Implement enum reflection as used by Writer
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#define REFLECT_ENUM_WRITER(Enum) \
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template<> void Writer::handle<Enum>(const Enum& enum_) { \
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EnumWriter writer(*this); \
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reflect_ ## Enum(const_cast<Enum&>(enum_), writer); \
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}
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/// 'Tag' to be used when reflecting enumerations for Writer
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class EnumWriter {
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public:
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inline EnumWriter(Writer& writer)
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: writer(writer) {}
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/// Handle a possible value for the enum, if the name matches the name in the input
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template <typename Enum>
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inline void handle(const Char* name, Enum value, Enum enum_) {
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if (enum_ == value) {
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writer.handle(name);
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}
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}
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private:
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Writer& writer; ///< The writer to write output to
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};
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// ----------------------------------------------------------------------------- : EOF
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#endif
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