Torque3D/Engine/source/console/SimXMLDocument.h
marauder2k7 c53d79a8cf XML Document element traversal
Allows traversing an xml document by element without needing to know the element name
Blind traversal allows more dynamic loading of xml docs and logic to wrap different outcomes

new script functions:
prevElement
nextElement
nextChildElement

<main> <--- we are here
  <child> <-- nextChildElement will take us here
  </child>
  <child2> <-- after nextChildElement nextElement will take us here
  </child2>
</main>
<main2> <-- next element will bring us here
</main2>
2025-11-15 19:02:45 +00:00

156 lines
5.6 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Console implementation of STL map.
//-----------------------------------------------------------------------------
#ifndef _XMLDOC_H_
#define _XMLDOC_H_
#ifndef _SIMBASE_H_
#include "console/simBase.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif // _TVECTOR_H_
#ifndef TINYXML2_INCLUDED
#include <tinyxml2.h>
#endif // TINYXML2_INCLUDED
#include "persistence/taml/fsTinyXml.h"
class SimXMLDocument: public SimObject
{
// This typedef is required for tie ins with the script language.
// --------------------------------------------------------------------------
protected:
typedef SimObject Parent;
// --------------------------------------------------------------------------
public:
SimXMLDocument();
~SimXMLDocument();
// These are overloaded functions from SimObject that we handle for
// tie in to the script language. The .cc file has more in depth
// comments on these.
//-----------------------------------------------------------------------
bool processArguments(S32 argc, ConsoleValue *argv) override;
bool onAdd() override;
void onRemove() override;
static void initPersistFields();
// Set this to default state at construction.
void reset(void);
// Read / write / parse XML.
bool loadFile(const char* rFileName);
bool saveFile(const char* rFileName);
S32 parse(const char* rText);
bool saveToString(String& str);
// Clear XML document.
void clear(void);
// Get error description if it exists.
const char* getErrorDesc(void) const;
// Clear previously set error.
void clearError(void);
// Push first/last child element onto element stack.
bool pushFirstChildElement(const char* rName);
// Convert top stack element into sibling with given name.
bool nextSiblingElement(const char* rName);
// push child element at index onto stack.
bool pushChildElement(S32 index);
// Get element value
const char* elementValue();
// Pop last element off of stack.
void popElement(void);
// Get attribute from top element on element stack.
const char* attribute(const char* rAttribute);
// Does the attribute exist in the current element
bool attributeExists(const char* rAttribute);
// Obtain the name of the current element's first or last attribute
const char* firstAttribute();
const char* lastAttribute();
// Move through the current element's attributes to obtain their names
const char* nextAttribute();
const char* prevAttribute();
// Set attribute of top element on element stack.
void setAttribute(const char* rAttribute, const char* rVal);
// Set attributes of a simObject on top element of the stack.
void setObjectAttributes(const char* objectID);
// Remove attribute with given name from top element on stack.
void removeAttribute(const char* rAttribute);
// Create a new element and push it onto stack as a new level.
void pushNewElement(const char* rName);
// Create a new element and push it onto stack on current level.
void addNewElement(const char* rName);
// Write XML declaration to current level.
void addHeader(void);
// Write a XML comment to the current level.
void addComment(const char* comment);
// Read a comment from the current level at the specified index.
const char* readComment( S32 index );
// Write text to the current level.
void addText(const char* text);
// Retrieve text from the current level.
const char* getText();
// Remove Text
void removeText();
// Write data to the current level.
void addData(const char* text);
// Retrieve data from the current level.
const char* getData();
bool prevElement();
bool nextElement();
bool nextChildElement();
private:
// Document.
VfsXMLDocument* m_qDocument;
// Stack of nodes.
Vector<tinyxml2::XMLNode*> m_paNode;
// The current attribute
const tinyxml2::XMLAttribute* m_CurrentAttribute;
public:
DECLARE_CONOBJECT(SimXMLDocument);
};
#endif // _XMLDOC_H_
////EOF/////////////////////////////////////////////////////////////////////////