Codechange: use SLE_STRUCT(LIST) for GameScript chunks

This commit is contained in:
Patric Stout 2021-06-14 13:32:12 +02:00 committed by Patric Stout
parent aa02bf27f6
commit af3aba7a88
1 changed files with 32 additions and 29 deletions

View File

@ -111,28 +111,36 @@ static void Save_GSDT()
extern GameStrings *_current_data;
static std::string _game_saveload_string;
static uint _game_saveload_strings;
static uint32 _game_saveload_strings;
static const SaveLoad _game_language_header[] = {
SLEG_SSTR(_game_saveload_string, SLE_STR),
SLEG_VAR(_game_saveload_strings, SLE_UINT32),
};
class SlGameLanguageString : public DefaultSaveLoadHandler<SlGameLanguageString, LanguageStrings> {
public:
inline static const SaveLoad description[] = {
SLEG_SSTR(_game_saveload_string, SLE_STR | SLF_ALLOW_CONTROL),
};
static const SaveLoad _game_language_string[] = {
SLEG_SSTR(_game_saveload_string, SLE_STR | SLF_ALLOW_CONTROL),
};
static void SaveReal_GSTR(const LanguageStrings *ls)
{
_game_saveload_string = ls->language.c_str();
_game_saveload_strings = (uint)ls->lines.size();
SlObject(nullptr, _game_language_header);
for (const auto &i : ls->lines) {
_game_saveload_string = i.c_str();
SlObject(nullptr, _game_language_string);
void Save(LanguageStrings *ls) const override
{
for (const auto &string : ls->lines) {
_game_saveload_string = string;
SlObject(nullptr, this->GetDescription());
}
}
}
void Load(LanguageStrings *ls) const override
{
for (uint32 i = 0; i < _game_saveload_strings; i++) {
SlObject(nullptr, this->GetDescription());
ls->lines.emplace_back(_game_saveload_string);
}
}
};
static const SaveLoad _game_language_desc[] = {
SLE_SSTR(LanguageStrings, language, SLE_STR),
SLEG_VAR(_game_saveload_strings, SLE_UINT32),
SLEG_STRUCTLIST(SlGameLanguageString),
};
static void Load_GSTR()
{
@ -140,15 +148,8 @@ static void Load_GSTR()
_current_data = new GameStrings();
while (SlIterateArray() != -1) {
_game_saveload_string.clear();
SlObject(nullptr, _game_language_header);
LanguageStrings ls(_game_saveload_string);
for (uint i = 0; i < _game_saveload_strings; i++) {
SlObject(nullptr, _game_language_string);
ls.lines.emplace_back(_game_saveload_string);
}
LanguageStrings ls;
SlObject(&ls, _game_language_desc);
_current_data->raw_strings.push_back(std::move(ls));
}
@ -169,7 +170,9 @@ static void Save_GSTR()
for (uint i = 0; i < _current_data->raw_strings.size(); i++) {
SlSetArrayIndex(i);
SlAutolength((AutolengthProc *)SaveReal_GSTR, &_current_data->raw_strings[i]);
LanguageStrings *ls = &_current_data->raw_strings[i];
_game_saveload_strings = (uint32)ls->lines.size();
SlObject(ls, _game_language_desc);
}
}