/* 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 3 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, see . * */ #include "ags/engine/ac/dynobj/script_viewport.h" #include "ags/engine/ac/dynobj/dynobj_manager.h" #include "ags/engine/ac/game_state.h" #include "ags/shared/util/bbop.h" #include "ags/shared/util/stream.h" #include "ags/globals.h" namespace AGS3 { using namespace AGS::Shared; ScriptViewport::ScriptViewport(int id) : _id(id) { } const char *ScriptViewport::GetType() { return "Viewport2"; } int ScriptViewport::Dispose(void * /*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; } size_t ScriptViewport::CalcSerializeSize(const void * /*address*/) { return sizeof(int32_t); } void ScriptViewport::Serialize(const void * /*address*/, Stream *out) { out->WriteInt32(_id); } void ScriptViewport::Unserialize(int index, Stream *in, size_t data_sz) { _id = in->ReadInt32(); ccRegisterUnserializedObject(index, this, this); } ScriptViewport *Viewport_Unserialize(int handle, Stream *in, size_t data_sz) { // 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 = in->ReadInt32(); if (id >= 0) { auto scview = _GP(play).RegisterRoomViewport(id, handle); if (scview) return scview; } return new ScriptViewport(-1); // make invalid reference } } // namespace AGS3