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PhysX4.1/physx/source/physxextensions/src/serialization/Xml/SnXmlReader.h
2025-11-28 23:13:44 +05:30

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4.7 KiB
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//
// 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