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physx/source/physxextensions/src/serialization/Xml/SnXmlReader.h
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physx/source/physxextensions/src/serialization/Xml/SnXmlReader.h
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_XML_READER_H
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#define PX_XML_READER_H
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#include "foundation/PxSimpleTypes.h"
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#include "extensions/PxRepXSimpleType.h"
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namespace physx {
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namespace Sn { struct XmlNode; }
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/**
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* Reader used to read data out of the repx format.
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*/
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class XmlReader
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{
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protected:
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virtual ~XmlReader(){}
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public:
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/** Read a key-value pair out of the database */
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virtual bool read( const char* inName, const char*& outData ) = 0;
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/** Read an object id out of the database */
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virtual bool read( const char* inName, PxSerialObjectId& outId ) = 0;
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/** Goto a child element by name. That child becomes this reader's context */
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virtual bool gotoChild( const char* inName ) = 0;
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/** Goto the first child regardless of name */
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virtual bool gotoFirstChild() = 0;
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/** Goto the next sibling regardless of name */
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virtual bool gotoNextSibling() = 0;
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/** Count all children of the current object */
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virtual PxU32 countChildren() = 0;
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/** Get the name of the current item */
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virtual const char* getCurrentItemName() = 0;
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/** Get the value of the current item */
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virtual const char* getCurrentItemValue() = 0;
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/** Leave the current child */
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virtual bool leaveChild() = 0;
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/** Get reader for the parental object */
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virtual XmlReader* getParentReader() = 0;
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/**
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* Ensures we don't leave the reader in an odd state
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* due to not leaving a given child
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*/
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virtual void pushCurrentContext() = 0;
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/** Pop the current context back to where it during push*/
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virtual void popCurrentContext() = 0;
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};
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//Used when upgrading a repx collection
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class XmlReaderWriter : public XmlReader
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{
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public:
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//Clears the stack of nodes (push/pop current node reset)
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//and sets the current node to inNode.
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virtual void setNode( Sn::XmlNode& node ) = 0;
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//If the child exists, add it.
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//the either way goto that child.
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virtual void addOrGotoChild( const char* name ) = 0;
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//Value is copied into the collection, inValue has no further references
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//to it.
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virtual void setCurrentItemValue( const char* value ) = 0;
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//Removes the child but does not release the char* name or char* data ptrs.
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//Those pointers are never released and are shared among collections.
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//Thus copying nodes is cheap and safe.
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virtual bool removeChild( const char* name ) = 0;
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virtual void release() = 0;
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bool renameProperty( const char* oldName, const char* newName )
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{
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if ( gotoChild( oldName ) )
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{
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const char* value = getCurrentItemValue();
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leaveChild();
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removeChild( oldName );
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addOrGotoChild( newName );
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setCurrentItemValue( value );
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leaveChild();
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return true;
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}
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return false;
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}
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bool readAndRemoveProperty( const char* name, const char*& outValue )
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{
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bool retval = read( name, outValue );
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if ( retval ) removeChild( name );
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return retval;
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}
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bool writePropertyIfNotEmpty( const char* name, const char* value )
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{
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if ( value && *value )
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{
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addOrGotoChild( name );
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setCurrentItemValue( value );
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leaveChild();
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return true;
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}
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return false;
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}
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};
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}
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#endif
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