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Reorganize source files into logical subdirectories
Co-authored-by: Hirek193 <23196899+Hirek193@users.noreply.github.com>
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93
simulation/simulationstateserializer.h
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93
simulation/simulationstateserializer.h
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/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "parser.h"
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#include "scene.h"
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namespace simulation {
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struct deserializer_state {
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std::string scenariofile;
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cParser input;
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scene::scratch_data scratchpad;
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using deserializefunctionbind = std::function<void()>;
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std::unordered_map<
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std::string,
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deserializefunctionbind> functionmap;
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deserializer_state(std::string const &File, cParser::buffertype const Type, const std::string &Path, bool const Loadtraction)
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: scenariofile(File), input(File, Type, Path, Loadtraction) { }
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};
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class state_serializer {
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public:
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// methods
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// starts deserialization from specified file, returns context pointer on success, throws otherwise
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std::shared_ptr<deserializer_state>
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deserialize_begin(std::string const &Scenariofile);
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// continues deserialization for given context, amount limited by time, returns true if needs to be called again
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bool
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deserialize_continue(std::shared_ptr<deserializer_state> state);
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// stores class data in specified file, in legacy (text) format
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void
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export_as_text( std::string const &Scenariofile ) const;
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// create new model from node stirng
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TAnimModel * create_model(std::string const &src, std::string const &name, const glm::dvec3 &position);
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// create new eventlauncher from node stirng
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TEventLauncher * create_eventlauncher(std::string const &src, std::string const &name, const glm::dvec3 &position);
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private:
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// methods
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// restores class data from provided stream
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void deserialize_area( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_isolated( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_assignment( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_atmo( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_camera( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_config( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_description( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_event( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_lua( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_firstinit( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_group( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_endgroup( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_light( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_node( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_origin( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_endorigin( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_rotate( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_sky( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_test( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_time( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_trainset( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_terrain( cParser &Input, scene::scratch_data &Scratchpad );
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void deserialize_endtrainset( cParser &Input, scene::scratch_data &Scratchpad );
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TTrack * deserialize_path( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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TTraction * deserialize_traction( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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TTractionPowerSource * deserialize_tractionpowersource( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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TMemCell * deserialize_memorycell( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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TEventLauncher * deserialize_eventlauncher( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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TAnimModel * deserialize_model( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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TDynamicObject * deserialize_dynamic( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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sound_source * deserialize_sound( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
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void init_time();
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// skips content of stream until specified token
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void skip_until( cParser &Input, std::string const &Token );
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// transforms provided location by specifed rotation and offset
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glm::dvec3 transform( glm::dvec3 Location, scene::scratch_data const &Scratchpad );
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void export_nodes_to_stream( std::ostream &, bool Dirty ) const;
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};
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} // simulation
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//---------------------------------------------------------------------------
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