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//-----------------------------------------------------------------------------
// Name: assetmanifestparser.cpp
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#include "assetmanifestparser.h"
#include <Utility/strings.h>
#include <Utility/serialize.h>
#include <Logging/logdata.h>
#include <XML/xml_helper.h>
#include <tinyxml.h>
uint32_t AssetManifestParser::Load( const std::string& path ) {
TiXmlDocument doc( path.c_str() );
doc.LoadFile();
if(!doc.Error()) {
TiXmlElement* pRoot = doc.RootElement();
if(pRoot) {
TiXmlElement* e = pRoot->FirstChildElement("Asset");
while(e) {
Asset a;
strscpy(a.id,e->Attribute("id"),Asset::ID_LENGTH);
a.path = nullAsEmpty(e->Attribute("path"));
a.asset_type = GetAssetTypeValue(nullAsEmpty(e->Attribute("asset_type")));
a.preload = saysTrue(e->Attribute("preload"));
string_flags_to_uint32(&a.load_flags, nullAsEmpty(e->Attribute("load_flags")));
assets.push_back(a);
e = e->NextSiblingElement("Asset");
}
}
}
return 0;
}
bool AssetManifestParser::Save( const std::string& path ) {
return false;
}
void AssetManifestParser::Clear() {
assets.clear();
}
AssetManifestParser::Asset::Asset() :
load_flags(0x0)
{
id[0] = '\0';
asset_type = UNKNOWN;
preload = false;
}
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