#pragma once #include "SH_API.h" #include #include #include namespace YAML { class Emitter; class Node; } namespace SHADE { class SHSceneNode; constexpr const char* ComponentsNode = "Components"; constexpr const char* EntityNameNode = "Name"; constexpr const char* EIDNode = "EID"; constexpr const char* IsActiveNode = "IsActive"; constexpr const char* NumberOfChildrenNode = "NumberOfChildren"; struct SH_API SHSerialization { //TODO: change paths to resource ID static void SerializeSceneToFile(std::filesystem::path const& path); static std::string SerializeSceneToString(); static void SerializeSceneToEmitter(YAML::Emitter& out); static void DeserializeSceneFromFile(std::filesystem::path const& path); static std::string SerializeEntityToString(); static void SerializeEntityToFile(std::filesystem::path const& path); static YAML::Node SerializeEntityToNode(SHSceneNode* sceneNode); static std::vector GetComponentIDList(YAML::Node const& componentsNode); private: static void InitializeEntity(YAML::Node const& entityNode, EntityID const& eid); }; }