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/*
   Copyright (c) 2017 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   Permission is hereby granted, free of charge, to any person obtaining a copy
   of this software
   and associated documentation files (the "Software"), to deal in the Software
   without restriction,
   including without limitation the rights to use, copy, modify, merge, publish,
   distribute, sublicense,
   and/or sell copies of the Software, and to permit persons to whom the
   Software is furnished to do so,
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in
   all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   IMPLIED,
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
   PARTICULAR PURPOSE AND NONINFRINGEMENT.
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
   DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
   IN CONNECTION WITH THE SOFTWARE
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */

#ifndef _XML_PARSER_H_
#define _XML_PARSER_H_

#include "Platform/Headers/PlatformDefines.h"

#include <boost/property_tree/ptree.hpp>
#include <boost/property_tree/xml_parser.hpp>

namespace Divide {

class Scene;
class GFXDevice;
class Configuration;
class PlatformContext;
FWD_DECLARE_MANAGED_CLASS(Material);

namespace XML {

#ifndef GET_PARAM
#define LOAD_FILE(X) boost::property_tree::ptree pt; \
                     read_xml(X, pt);

#define PREPARE_FILE_FOR_WRITING(X) boost::property_tree::ptree pt; \
                                    createFile(X, true);

#define SAVE_FILE(X) write_xml(X, \
                               pt, \
                               std::locale(), \
                               boost::property_tree::xml_writer_make_settings<boost::property_tree::ptree::key_type>('\t', 1));

#define FILE_VALID() (!pt.empty())
#define CONCAT(first, second) first second
#define GET_PARAM(X) GET_TEMP_PARAM(X, X)
#define GET_TEMP_PARAM(X, TEMP) TEMP = pt.get(TO_STRING(X), TEMP)
#define GET_PARAM_ATTRIB(X, Y) \
    X.Y = pt.get(CONCAT(CONCAT(TO_STRING(X), \
                               ".<xmlattr>."),\
                        TO_STRING(Y)), \
                 X.Y)

#define PUT_PARAM(X) PUT_TEMP_PARAM(X, X)
#define PUT_TEMP_PARAM(X, TEMP) pt.put(TO_STRING(X), TEMP);
#define PUT_PARAM_ATTRIB(X, Y) pt.put(CONCAT(CONCAT(TO_STRING(X), \
                                                    ".<xmlattr>."),\
                                              TO_STRING(Y)), \
                                      X.Y)
#endif

class IXMLSerializable {
protected:
    friend bool loadFromXML(IXMLSerializable& object, const char* file);
    friend bool saveToXML(const IXMLSerializable& object, const char* file);

    virtual bool fromXML(const char* xmlFile) = 0;
    virtual bool toXML(const char* xmlFile) const = 0;
};

bool loadFromXML(IXMLSerializable& object, const char* file);
bool saveToXML(const IXMLSerializable& object, const char* file);

/// Parent Function
stringImpl loadScripts(PlatformContext& context, const stringImpl& file);

/// Child Functions
void loadDefaultKeybindings(const stringImpl &file, Scene* scene);
void loadScene(const stringImpl& scenePath, const stringImpl& sceneName, Scene* scene, const Configuration& config);
void loadGeometry(const stringImpl& file, Scene* const scene);
void loadTerrain(const stringImpl& file, Scene* const scene);
void loadMusicPlaylist(const stringImpl& file, Scene* const scene, const Configuration& config);

Material_ptr loadMaterial(PlatformContext& context, const stringImpl& file);
void dumpMaterial(PlatformContext& context, Material& mat);

Material_ptr loadMaterialXML(PlatformContext& context, const stringImpl& location, bool rendererDependent = true);
};  // namespace XML
};  // namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Utility/Headers/XMLParser.h

Diff revisions: vs.
Revision Author Commited Message
836 Diff Diff IonutCava picture IonutCava Fri 27 Jan, 2017 14:59:56 +0000

[IonutCava]
- Update copyright notice

832 Diff Diff IonutCava picture IonutCava Thu 26 Jan, 2017 17:23:11 +0000

[IonutCava]
- More path related work
- Initial code to centralize file I/O (does not compile yet)

830 Diff Diff IonutCava picture IonutCava Wed 25 Jan, 2017 17:29:44 +0000

[IonutCava]
- Add a new Platform element: File
— Move all predefined paths to FileManagement System
- Split MathHelper into MathHelper and StringHelper

828 Diff Diff IonutCava picture IonutCava Mon 23 Jan, 2017 17:19:22 +0000

[Ionut]
- XML loading/saving cleanup PART I

804 Diff Diff IonutCava picture IonutCava Thu 01 Dec, 2016 17:20:59 +0000

[IonutCava]
- Singleton elimination update Part I: get it to compile
— The following classes are no longer Singletons: GFXDevice, GL_API, DX_API, SFXWrapper, FmodWrapper, SDLWrapper, ALWrapper, PXDevice, InputInterface, RenderPassManager, SceneManager and ResourceManager;
— Refactor system to a Context / Component based implementation (Pass relevant context to objects: e.g. GFXDevice object to Textures, GUI to GUIElements, etc)
— Make devices and managers components of the kernel
— Allow multiple Resource caches to co-exist. This may prove useful for later when a more fragmented memory model is need (per frame / per scene / global caches / etc)

  • next steps: part II – cleanup/refactor new code, part III – optimise code, part IV – remove remaining Singletons (e.g. Application, ParamHandler, FrameListenerManager, Recast, PostFX and DebugInterface)
745 Diff Diff IonutCava picture IonutCava Wed 29 Jun, 2016 20:14:50 +0000

[IonutCava]
- Added on click sounds for buttons
- Added music playlist options for scenes (configurable via XML)
- Cache sound chunks and music files in SDLWrapper.cpp

710 Diff Diff IonutCava picture IonutCava Fri 20 May, 2016 16:24:40 +0000

[IonutCava]
- Code cleanup
- Initial work on Scene loading and unloading with and without unloading assets:
— Need to change AIManager from a Singleton to a per-scene component

709 Diff Diff IonutCava picture IonutCava Thu 19 May, 2016 16:21:46 +0000

[IonutCava]
- Massive rewrite of the resource system:
— ResourceCache now uses a map of weak pointers and passes shared pointers to the call point of CreateResource
— RemoveResource is no longer needed, but resource based smart pointers use a custom deleter that calls unload()
— Keep a shared_ptr of the resource in the entity that needs it and pass shared_ptr references from getter methods
-— All of this removed the need for calls to RemoveResource, REGISTER_TRACKED_DEPENDENCY and UNREGISTER_TRACKED_DEPENDENCY reducing the number of mutex locks and atomic exchanges
- Singleton cleanup:
— Removed ShaderManager singleton and merged it’s data and responsibilities in static methods in both ShaderProgram and Shader classes.
Explanation: Due to the complex interdependency chains in the system, copying, updating, tracking the cache in a thread safe way became a lot more slower than a straight forward smart pointer based implementation. (e.g. scene graph nodes have 3d objects and material instances, 3d objects have materials, materials have textures and shaders, etc)

700 Diff Diff IonutCava picture IonutCava Tue 10 May, 2016 22:13:05 +0000

[IonutCava]
- More work on rebindable keys:
— Key events loaded from XML finished
— Mouse and Joystick control binding from XML still not finished

699 IonutCava picture IonutCava Tue 10 May, 2016 16:16:57 +0000

[IonutCava]
- Initial key binding code with external XML support
— Allow separation of actions and keys
— Specify actions in code by id
— Specify action id for each Key state
— Allow key modifiers: Left/Right Alt, Left/Right Ctrl

- Initial default scene code