Files
QtGameMaker/src/projectserialization.cpp
T

542 lines
12 KiB
C++

#include "projectserialization.h"
#include "stdserialization.h"
QDataStream &operator<<(QDataStream &ds, const GlobalGameSettings &globalGameSettings)
{
ds << globalGameSettings.startInFullscreenMode
<< globalGameSettings.scaling
<< globalGameSettings.interpolateBetweenColors
<< globalGameSettings.colorOutsideRoomRegion
<< globalGameSettings.resizable
<< globalGameSettings.topMost
<< globalGameSettings.noBorder
<< globalGameSettings.noButtons
<< globalGameSettings.displayCursor
<< globalGameSettings.freezeWhenFocusLost
<< globalGameSettings.disableScreensaver
<< globalGameSettings.screenSetting
<< globalGameSettings.vsync
<< globalGameSettings.letEscEndGame
<< globalGameSettings.treatCloseButtonAsEsc
<< globalGameSettings.letF1ShowGameInformation
<< globalGameSettings.letF4SwitchBetweenScreenModes
<< globalGameSettings.letF5SaveF6LoadGame
<< globalGameSettings.letF9TakeScreenshot
<< globalGameSettings.priority
<< globalGameSettings.major
<< globalGameSettings.minor
<< globalGameSettings.release
<< globalGameSettings.build
<< globalGameSettings.company
<< globalGameSettings.product
<< globalGameSettings.copyright
<< globalGameSettings.description;
return ds;
}
QDataStream &operator>>(QDataStream &ds, GlobalGameSettings &globalGameSettings)
{
ds >> globalGameSettings.startInFullscreenMode
>> globalGameSettings.scaling
>> globalGameSettings.interpolateBetweenColors
>> globalGameSettings.colorOutsideRoomRegion
>> globalGameSettings.resizable
>> globalGameSettings.topMost
>> globalGameSettings.noBorder
>> globalGameSettings.noButtons
>> globalGameSettings.displayCursor
>> globalGameSettings.freezeWhenFocusLost
>> globalGameSettings.disableScreensaver
>> globalGameSettings.screenSetting
>> globalGameSettings.vsync
>> globalGameSettings.letEscEndGame
>> globalGameSettings.treatCloseButtonAsEsc
>> globalGameSettings.letF1ShowGameInformation
>> globalGameSettings.letF4SwitchBetweenScreenModes
>> globalGameSettings.letF5SaveF6LoadGame
>> globalGameSettings.letF9TakeScreenshot
>> globalGameSettings.priority
>> globalGameSettings.major
>> globalGameSettings.minor
>> globalGameSettings.release
>> globalGameSettings.build
>> globalGameSettings.company
>> globalGameSettings.product
>> globalGameSettings.copyright
>> globalGameSettings.description;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const GlobalGameSettings::FixedScale &fixedScale)
{
ds << fixedScale.percent;
return ds;
}
QDataStream &operator>>(QDataStream &ds, GlobalGameSettings::FixedScale &fixedScale)
{
ds >> fixedScale.percent;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const GlobalGameSettings::KeepAspectRatio &keepAspectRatio)
{
Q_UNUSED(keepAspectRatio);
//ds << keepAspectRatio.;
return ds;
}
QDataStream &operator>>(QDataStream &ds, GlobalGameSettings::KeepAspectRatio &keepAspectRatio)
{
Q_UNUSED(keepAspectRatio);
//ds >> keepAspectRatio.;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const GlobalGameSettings::FullScale &fullScale)
{
Q_UNUSED(fullScale);
//ds << fullScale.;
return ds;
}
QDataStream &operator>>(QDataStream &ds, GlobalGameSettings::FullScale &fullScale)
{
Q_UNUSED(fullScale);
//ds >> fullScale.;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const GlobalGameSettings::ScreenSetting &screenSetting)
{
ds << screenSetting.colorDepth
<< screenSetting.resolution
<< screenSetting.frequency;
return ds;
}
QDataStream &operator>>(QDataStream &ds, GlobalGameSettings::ScreenSetting &screenSetting)
{
ds >> screenSetting.colorDepth
>> screenSetting.resolution
>> screenSetting.frequency;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const Sprite &sprite)
{
ds << sprite.name
<< sprite.pixmaps
<< sprite.origin.x
<< sprite.origin.y
<< sprite.preciseCollisionChecking
<< sprite.separateCollisionMasks;
return ds;
}
QDataStream &operator>>(QDataStream &ds, Sprite &sprite)
{
ds >> sprite.name
>> sprite.pixmaps
>> sprite.origin.x
>> sprite.origin.y
>> sprite.preciseCollisionChecking
>> sprite.separateCollisionMasks;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const Sound &sound)
{
ds << sound.name
<< sound.type
<< sound.path
<< sound.effects.chorus
<< sound.effects.flanger
<< sound.effects.gargle
<< sound.effects.echo
<< sound.effects.reverb
<< sound.volume
<< sound.pan
<< sound.preload;
return ds;
}
QDataStream &operator>>(QDataStream &ds, Sound &sound)
{
ds >> sound.name
>> sound.type
>> sound.path
>> sound.effects.chorus
>> sound.effects.flanger
>> sound.effects.gargle
>> sound.effects.echo
>> sound.effects.reverb
>> sound.volume
>> sound.pan
>> sound.preload;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const Background &background)
{
ds << background.name
<< background.pixmap
<< background.tileset;
return ds;
}
QDataStream &operator>>(QDataStream &ds, Background &background)
{
ds >> background.name
>> background.pixmap
>> background.tileset;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const Path::Point &point)
{
ds << point.point
<< point.sp;
return ds;
}
QDataStream &operator>>(QDataStream &ds, Path::Point &point)
{
ds >> point.point
>> point.sp;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const Path &path)
{
ds << path.name
<< path.points
<< path.type
<< path.closed
<< path.precision
<< path.snapX
<< path.snapY
<< path.gridEnabled;
return ds;
}
QDataStream &operator>>(QDataStream &ds, Path &path)
{
ds >> path.name
>> path.points
>> path.type
>> path.closed
>> path.precision
>> path.snapX
>> path.snapY
>> path.gridEnabled;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const Script &script)
{
ds << script.name
<< script.script;
return ds;
}
QDataStream &operator>>(QDataStream &ds, Script &script)
{
ds >> script.name
>> script.script;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const Font &font)
{
ds << font.name
<< font.font;
return ds;
}
QDataStream &operator>>(QDataStream &ds, Font &font)
{
ds >> font.name
>> font.font;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const AppliesToSelf &action)
{
Q_UNUSED(action);
//ds << action.;
return ds;
}
QDataStream &operator>>(QDataStream &ds, AppliesToSelf &action)
{
Q_UNUSED(action);
//ds >> action.;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const AppliesToOther &action)
{
Q_UNUSED(action);
//ds << action.;
return ds;
}
QDataStream &operator>>(QDataStream &ds, AppliesToOther &action)
{
Q_UNUSED(action);
//ds >> action.;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const AppliesToObject &action)
{
Q_UNUSED(action);
ds << action.objectName;
return ds;
}
QDataStream &operator>>(QDataStream &ds, AppliesToObject &action)
{
Q_UNUSED(action);
ds >> action.objectName;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const MoveFixedAction &action)
{
Q_UNUSED(action);
ds << action.appliesTo;
return ds;
}
QDataStream &operator>>(QDataStream &ds, MoveFixedAction &action)
{
Q_UNUSED(action);
ds >> action.appliesTo;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const MoveFreeAction &action)
{
Q_UNUSED(action);
ds << action.appliesTo;
return ds;
}
QDataStream &operator>>(QDataStream &ds, MoveFreeAction &action)
{
Q_UNUSED(action);
ds >> action.appliesTo;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const MoveTowardsAction &action)
{
Q_UNUSED(action);
ds << action.appliesTo;
return ds;
}
QDataStream &operator>>(QDataStream &ds, MoveTowardsAction &action)
{
Q_UNUSED(action);
ds >> action.appliesTo;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const SpeedHorizontalAction &action)
{
Q_UNUSED(action);
ds << action.appliesTo;
return ds;
}
QDataStream &operator>>(QDataStream &ds, SpeedHorizontalAction &action)
{
Q_UNUSED(action);
ds >> action.appliesTo;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const SpeedVerticalAction &action)
{
Q_UNUSED(action);
ds << action.appliesTo;
return ds;
}
QDataStream &operator>>(QDataStream &ds, SpeedVerticalAction &action)
{
Q_UNUSED(action);
ds >> action.appliesTo;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const SetGravityAction &action)
{
Q_UNUSED(action);
ds << action.appliesTo;
return ds;
}
QDataStream &operator>>(QDataStream &ds, SetGravityAction &action)
{
Q_UNUSED(action);
ds >> action.appliesTo;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const ExecuteCodeAction &action)
{
ds << action.appliesTo
<< action.script;
return ds;
}
QDataStream &operator>>(QDataStream &ds, ExecuteCodeAction &action)
{
ds >> action.appliesTo
>> action.script;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const TimeLine &timeLine)
{
ds << timeLine.name
<< timeLine.moments;
return ds;
}
QDataStream &operator>>(QDataStream &ds, TimeLine &timeLine)
{
ds >> timeLine.name
>> timeLine.moments;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const Object &object)
{
ds << object.name
<< object.spriteName
<< object.visible
<< object.solid
<< object.depth
<< object.persistent
<< object.parentName
<< object.maskSpriteName
<< object.events
<< object.collisionEvents;
return ds;
}
QDataStream &operator>>(QDataStream &ds, Object &object)
{
ds >> object.name
>> object.spriteName
>> object.visible
>> object.solid
>> object.depth
>> object.persistent
>> object.parentName
>> object.maskSpriteName
>> object.events
>> object.collisionEvents;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const Room::Object &object)
{
ds << object.objectName
<< object.pos;
return ds;
}
QDataStream &operator>>(QDataStream &ds, Room::Object &object)
{
ds >> object.objectName
>> object.pos;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const Room &room)
{
ds << room.name
<< room.caption
<< room.width
<< room.height
<< room.speed
<< room.persistent
<< room.creationCode
<< room.snapX
<< room.snapY
<< room.gridEnabled
<< room.isometricGrid
<< room.objects;
return ds;
}
QDataStream &operator>>(QDataStream &ds, Room &room)
{
ds >> room.name
>> room.caption
>> room.width
>> room.height
>> room.speed
>> room.persistent
>> room.creationCode
>> room.snapX
>> room.snapY
>> room.gridEnabled
>> room.isometricGrid
>> room.objects;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const IncludedFile &includedFile)
{
Q_UNUSED(includedFile);
//ds << includedFile.;
return ds;
}
QDataStream &operator>>(QDataStream &ds, IncludedFile &includedFile)
{
Q_UNUSED(includedFile);
//ds >> includedFile.;
return ds;
}
QDataStream &operator<<(QDataStream &ds, const ProjectContainer &project)
{
ds << project.globalGameSettings
<< project.sprites
<< project.sounds
<< project.backgrounds
<< project.paths
<< project.scripts
<< project.fonts
<< project.timeLines
<< project.objects
<< project.rooms
<< project.includedFiles;
return ds;
}
QDataStream &operator>>(QDataStream &ds, ProjectContainer &project)
{
ds >> project.globalGameSettings
>> project.sprites
>> project.sounds
>> project.backgrounds
>> project.paths
>> project.scripts
>> project.fonts
>> project.timeLines
>> project.objects
>> project.rooms
>> project.includedFiles;
return ds;
}