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+/****************************************************************************
+**
+** Copyright (C) 1993-2009 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#pragma once
+
+//==============================================================================
+// Namespace
+//==============================================================================
+namespace Q3DStudio {
+
+//==============================================================================
+/**
+ * Pure virtual interface providing the stream for class serialization.
+ */
+class IStream
+{
+ //==============================================================================
+ // Typedef
+ //==============================================================================
+public:
+ typedef INT32 TStreamPosition;
+
+ //==============================================================================
+ // Methods
+ //==============================================================================
+public: // Construction
+ virtual ~IStream(){}
+
+public: // Serializing
+ virtual INT32 ReadRawCopy(void *inDestination, const UINT32 inByteCount) = 0;
+ virtual INT32 ReadRaw(const void *&inPtr, const UINT32 inByteCount) = 0;
+ virtual INT32 WriteRaw(const void *inSource, const UINT32 inByteCount) = 0;
+
+ // Seeking
+ virtual void Offset(const INT32 inOffset) = 0;
+ virtual TStreamPosition Current() = 0;
+ virtual void Set(const TStreamPosition &inPosition) = 0;
+
+public: // Template Readers that make a copy
+ template <typename T>
+ INT32 ReadCopy(T &outValue);
+ template <typename T>
+ INT32 ReadArrayCopy(T *outValue, const UINT32 inCount);
+
+public: // Template Readers that access value directly
+ template <typename T>
+ INT32 Read(const T *&inPtr);
+ template <typename T>
+ INT32 ReadArray(const T *&inPtr, UINT32 inCount);
+
+public: // Template Writers
+ template <typename T>
+ INT32 Write(const T &inValue);
+ template <typename T>
+ INT32 WriteArray(const T *inValue, const UINT32 inCount);
+};
+
+/** Notes concerning usage of Read or ReadCopy (and ReadArray and ReadArrayCopy)**/
+/**
+If the value being read fits into 4 bytes (i.e float, int/long), either Read/ReadCopy can be used.
+However, if the read value is going to be accessed frequently (in loops etc), ReadCopy is
+recommended so a copy is available instead of dereferencing.
+
+ReadCopy should be used if the data read is an array or is significantly larger than 4 bytes (like
+vectors or matrixes).
+
+For cases where the value is to be stored in a persistant data structures, ReadCopy should be used.
+
+One important thing about Read/ReadArray, is that the pointer returned is only valid before the next
+Read/ReadyArray is called.
+There is no guarantee that the pointer data will remain unchanged during subsequent calls to
+Read/ReadArray.
+**/
+
+//==============================================================================
+/**
+ * Read and assign a value by copying.
+ */
+template <typename T>
+INT32 IStream::ReadCopy(T &outValue)
+{
+ return ReadRawCopy(&outValue, sizeof(T));
+}
+
+//==============================================================================
+/**
+ * Read and copy data to a preallocated array.
+ */
+template <typename T>
+INT32 IStream::ReadArrayCopy(T *outValue, const UINT32 inCount)
+{
+ return ReadRawCopy(outValue, sizeof(T) * inCount);
+}
+
+//==============================================================================
+/**
+ * Obtain a pointer directly to the data.
+ */
+template <typename T>
+INT32 IStream::Read(const T *&inPtr)
+{
+ return ReadRaw(reinterpret_cast<const void *&>(inPtr), sizeof(T));
+}
+
+//==============================================================================
+/**
+ * Obtain a pointer directly to the array data.
+ */
+template <typename T>
+INT32 IStream::ReadArray(const T *&inPtr, const UINT32 inCount)
+{
+ return ReadRaw(reinterpret_cast<const void *&>(inPtr), sizeof(T) * inCount);
+}
+
+//==============================================================================
+/**
+ * Write a value.
+ */
+template <typename T>
+INT32 IStream::Write(const T &inValue)
+{
+ return WriteRaw(&inValue, sizeof(T));
+}
+
+//==============================================================================
+/**
+ * Write an array of values.
+ */
+template <typename T>
+INT32 IStream::WriteArray(const T *inValue, const UINT32 inCount)
+{
+ return WriteRaw(inValue, sizeof(T) * inCount);
+}
+
+} // namespace Q3DStudio