mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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65 lines
2 KiB
C++
65 lines
2 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _CONSOLE_SIMOBJECTMEMENTO_H_
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#define _CONSOLE_SIMOBJECTMEMENTO_H_
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#ifndef _SIM_H_
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#include "console/sim.h"
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#endif
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/// This simple class is used to store an SimObject and
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/// its state so it can be recreated at a later time.
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///
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/// The success of restoring the object completely depends
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/// on the results from SimObject::write().
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class SimObjectMemento
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{
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protected:
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/// The captured object state.
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UTF8 *mState;
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/// The captured object's name.
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String mObjectName;
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bool mIsDatablock;
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public:
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SimObjectMemento();
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virtual ~SimObjectMemento();
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/// Returns true if we have recorded state.
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bool hasState() const { return mState; }
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///
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void save( SimObject *object );
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///
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SimObject *restore() const;
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};
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#endif // _CONSOLE_SIMOBJECTMEMENTO_H_
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