2D_Game_Engine
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sceneserializer.hpp
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1#pragma once
2
3#include <scene.hpp>
4
6public:
7 SceneSerializer()=default;
8
9 void SetScene(Scene *scene);
10
11 void Serialize(const std::string &path,std::vector<std::pair<std::string,uint32_t>>&script_components);
12 void SerializeEncrypted(const std::string &path,std::vector<std::pair<std::string,uint32_t>>&script_components);
13 void SerializeEntity(YAML::Emitter &out,Entity &entity,Scene *scene,std::vector<std::pair<std::string,uint32_t>>&script_components);
14 #ifdef EDITOR
15 bool Deserialize(const std::string &path,std::vector<std::pair<std::string,uint32_t>>&script_components);
16 bool DeserializeEncrypted(const std::string &path,std::vector<std::pair<std::string,uint32_t>>&script_components);
17 bool DeserializeNode(const YAML::Node &data,std::vector<std::pair<std::string,uint32_t>>&script_components);
18 #elif defined(APPLICATION)
19 bool Deserialize(const std::string &path);
20 bool DeserializeEncrypted(const std::string &path);
21 bool DeserializeNode(const YAML::Node &data);
22 #endif
23
24private:
25 Scene *m_Scene=nullptr;
26};
void SerializeEncrypted(const std::string &path, std::vector< std::pair< std::string, uint32_t > > &script_components)
SceneSerializer()=default
void SetScene(Scene *scene)
void SerializeEntity(YAML::Emitter &out, Entity &entity, Scene *scene, std::vector< std::pair< std::string, uint32_t > > &script_components)
void Serialize(const std::string &path, std::vector< std::pair< std::string, uint32_t > > &script_components)
Definition scene.hpp:6
YAML::Node data