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//-----------------------------------------------------------------------------
// Name: levelassetpreloadparser.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 "levelassetspreloadparser.h"
#include <Utility/strings.h>
#include <Utility/serialize.h>
#include <XML/xml_helper.h>
#include <Logging/logdata.h>
#include <tinyxml.h>
uint32_t LevelAssetPreloadParser::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;
a.path = nullAsEmpty(e->Attribute("path"));
a.level_name = nullAsEmpty(e->Attribute("level_name"));
a.asset_type = GetAssetTypeValue(nullAsEmpty(e->Attribute("asset_type")));
int all_levels = saysTrue(e->Attribute("all_levels"));
if (all_levels == SAYS_TRUE) {
a.all_levels = true;
} else if (all_levels == SAYS_FALSE) {
a.all_levels = false;
} else if (all_levels == SAYS_TRUE_NO_MATCH) {
LOGW << "Unexpected string in all_levels attribute" << std::endl;
} else if (all_levels == SAYS_TRUE_NULL_INPUT) {
a.all_levels = false;
}
string_flags_to_uint32(&a.load_flags, nullAsEmpty(e->Attribute("load_flags")));
assets.push_back(a);
e = e->NextSiblingElement("Asset");
}
}
}
return 0;
}
bool LevelAssetPreloadParser::Save(const std::string& path) {
return false;
}
void LevelAssetPreloadParser::Clear() {
assets.clear();
}
LevelAssetPreloadParser::Asset::Asset() : load_flags(0x0) {
asset_type = UNKNOWN;
}
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