Scripted save container for custom handling of storage.
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| proto external ref Managed | Clone () |
| | Return shallow copy of object, or null if it is not allowed (not public constructor)
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Scripted save container for custom handling of storage.
◆ EndArray()
| bool ScriptedSerializationSaveContainer.EndArray |
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◆ EndMap()
| bool ScriptedSerializationSaveContainer.EndMap |
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◆ EndObject()
| bool ScriptedSerializationSaveContainer.EndObject |
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◆ ExportToString()
| string ScriptedSerializationSaveContainer.ExportToString |
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Export the data as string to be written to disk etc.
◆ GetDataExtension()
| string ScriptedSerializationSaveContainer.GetDataExtension |
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Data extension of the serialized format (e.g. txt, csv, yml) if stored in a filesystem.
◆ Reset()
| void ScriptedSerializationSaveContainer.Reset |
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Reset the container to re-use for new data.
◆ StartArray()
| bool ScriptedSerializationSaveContainer.StartArray |
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int | count | ) |
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Arrays don't have named values and as such are only a sequence of value writes.
Arrays may be nested, in which case StartArray is called while already inside an array. Sets are considered arrays for serialization.
◆ StartMap()
| bool ScriptedSerializationSaveContainer.StartMap |
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int | count | ) |
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Maps are key value pairs which are written similar to objects, as sequence of WriteKey(key) + WriteXXX(value); Keys are converted automatically to strings for serialization for cases such as map<int, float>.
The value type of the map is known one the first value write is called.
◆ StartObject()
| bool ScriptedSerializationSaveContainer.StartObject |
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Objects are serialized as sequence of: StartObject() WriteKey("myValue"); WriteInt(42); WriteKey("anotherValue") WriteFloat(13.37); ... EndObject();.
There may be sub-objects/arrays/maps. These will be written using a sequence of WriteKey(...) + StartObject/Array/Map(). Each nested object/array/map will be terminated by EndObject/Array/Map();
◆ WriteBool()
| bool ScriptedSerializationSaveContainer.WriteBool |
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bool | value | ) |
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◆ WriteFloat()
| bool ScriptedSerializationSaveContainer.WriteFloat |
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float | value | ) |
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◆ WriteInt()
| bool ScriptedSerializationSaveContainer.WriteInt |
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int | value | ) |
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◆ WriteKey()
| bool ScriptedSerializationSaveContainer.WriteKey |
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string | key | ) |
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Key writer for named properties in objects or map keys.
◆ WriteNull()
| bool ScriptedSerializationSaveContainer.WriteNull |
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◆ WriteString()
| bool ScriptedSerializationSaveContainer.WriteString |
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string | value | ) |
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◆ WriteVector()
| bool ScriptedSerializationSaveContainer.WriteVector |
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vector | value | ) |
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The documentation for this interface was generated from the following file:
- GameLib/generated/Serialization/ScriptedSerializationSaveContainer.c