Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef SAVERESTORE_UTLSYMBOL_H
#define SAVERESTORE_UTLSYMBOL_H
#ifdef _WIN32
#pragma once
#endif
#include "utlsymbol.h"
class CUtlSymbolDataOps : public CDefSaveRestoreOps
{
public:
CUtlSymbolDataOps( CUtlSymbolTable &masterTable ) : m_symbolTable(masterTable) {}
virtual void Save( const SaveRestoreFieldInfo_t &fieldInfo, ISave *pSave )
{
CUtlSymbol *sym = ((CUtlSymbol *)fieldInfo.pField);
pSave->WriteString( m_symbolTable.String( *sym ) );
}
virtual void Restore( const SaveRestoreFieldInfo_t &fieldInfo, IRestore *pRestore )
{
CUtlSymbol *sym = ((CUtlSymbol *)fieldInfo.pField);
char tmp[1024];
pRestore->ReadString( tmp, sizeof(tmp), 0 );
*sym = m_symbolTable.AddString( tmp );
}
virtual void MakeEmpty( const SaveRestoreFieldInfo_t &fieldInfo )
{
CUtlSymbol *sym = ((CUtlSymbol *)fieldInfo.pField);
*sym = UTL_INVAL_SYMBOL;
}
virtual bool IsEmpty( const SaveRestoreFieldInfo_t &fieldInfo )
{
CUtlSymbol *sym = ((CUtlSymbol *)fieldInfo.pField);
return (*sym).IsValid() ? false : true;
}
private:
CUtlSymbolTable &m_symbolTable;
};
#endif // SAVERESTORE_UTLSYMBOL_H