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