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#pragma once
#include <type_traits>
#include "globalincs/pstypes.h"
struct object_ship_wing_point_team;
struct object_h;
namespace scripting {
namespace internal {
template <typename T>
struct ade_serializable_external : std::false_type { };
/*
* If you need a multi serializer that shouldn't be part of the struct (i.e. because the struct isn't just a lua handler, but also used elsewhere),
* then you can declare and external serializer here and implement it in the cpp of the respective scripting object
* */
template<>
struct ade_serializable_external<vec3d> : std::true_type {
static void serialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, const luacpp::LuaValue& luaValue, ubyte* data, int& packet_size);
static void deserialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, char* data_ptr, ubyte* data, int& offset);
};
template<>
struct ade_serializable_external<object_ship_wing_point_team> : std::true_type {
static void serialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, const luacpp::LuaValue& luaValue, ubyte* data, int& packet_size);
static void deserialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, char* data_ptr, ubyte* data, int& offset);
};
template<>
struct ade_serializable_external<object_h> : std::true_type {
static void serialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, const luacpp::LuaValue& luaValue, ubyte* data, int& packet_size);
static void deserialize(lua_State* /*L*/, const scripting::ade_table_entry& /*tableEntry*/, char* data_ptr, ubyte* data, int& offset);
};
}
}
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