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scummvm-cursorfix/engines/ags/engine/ac/dynobj/script_viewport.cpp
2026-02-02 04:50:13 +01:00

75 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 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 <http://www.gnu.org/licenses/>.
*
*/
#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