Moved C++ tools out
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152
archive/dawntools/util/parser/SceneItemParser.cpp
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152
archive/dawntools/util/parser/SceneItemParser.cpp
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "SceneItemParser.hpp"
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using namespace Dawn;
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std::vector<std::string> SceneItemParser::getRequiredAttributes() {
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return std::vector<std::string>();
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}
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std::map<std::string, std::string> SceneItemParser::getOptionalAttributes() {
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return {
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{ "ref", "" },
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{ "position", "" },
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{ "lookAt", "" },
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{ "scale", "" },
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{ "prefab", "" },
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{ "alignment", "" },
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{ "alignX", "" },
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{ "aignY", "" },
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{ "menuX", "" },
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{ "menuY", "" },
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{ "label", "" }
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};
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}
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int32_t SceneItemParser::onParse(
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Xml *node,
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std::map<std::string, std::string> values,
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struct SceneItem *out,
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std::string *error
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) {
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out->ref = values["ref"];
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if(values["position"].size() > 0) {
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out->position = vec3Parser(values["position"], error);
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if(error->size() > 0) return 1;
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}
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if(values["alignment"].size() > 0) {
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out->alignment = vec4Parser(values["alignment"], error);
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if(error->size() > 0) return 1;
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}
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if(values["alignX"].size() > 0) {
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out->alignX = uiComponentAlignParser(values["alignX"], error);
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if(error->size() > 0) return 1;
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}
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if(values["alignY"].size() > 0) {
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out->alignY = uiComponentAlignParser(values["alignY"], error);
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if(error->size() > 0) return 1;
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}
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if(values["menuX"].size() > 0) {
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out->menuX = intParser(values["menuX"], error);
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if(error->size() > 0) return 1;
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}
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if(values["menuY"].size() > 0) {
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out->menuY = intParser(values["menuY"], error);
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if(error->size() > 0) return 1;
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}
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if(values["scale"].size() > 0) {
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out->scale = vec3Parser(values["scale"], error);
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if(error->size() > 0) return 1;
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}
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if(values["label"].size() > 0) {
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out->label = stringParser(values["label"], error);
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if(error->size() > 0) return 1;
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}
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if(values["lookAt"].size() > 0) {
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auto lookAtSplit = stringSplit(values["lookAt"], ",");
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if(lookAtSplit.size() != 6) {
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*error = "Invalid lookAt value: " + values["lookAt"];
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return 1;
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}
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out->lookAtPosition = vec3Parser(lookAtSplit[0] + "," + lookAtSplit[1] + "," + lookAtSplit[2], error);
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if(error->size() > 0) return 1;
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out->lookAtTarget = vec3Parser(lookAtSplit[3] + "," + lookAtSplit[4] + "," + lookAtSplit[5], error);
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if(error->size() > 0) return 1;
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}
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out->prefab = values["prefab"];
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struct SceneItemDependency dep;
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auto itChildren = node->childNodes.begin();
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while(itChildren != node->childNodes.end()) {
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if(itChildren->nodeType != XML_NODE_TYPE_ELEMENT) {
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++itChildren;
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continue;
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}
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// Parse child nodes, they may be components or not
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auto c = itChildren->child;
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if(c->node == "child" || c->node == "item") {
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struct SceneItem child;
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child.registry = out->registry;
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auto ret = (SceneItemParser()).parse(c, &child, error);
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if(ret != 0) return ret;
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out->children.push_back(child);
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// Add a dependency. This solves the reference order problem.
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struct SceneItemDependency dep;
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dep.type = SCENE_ITEM_DEPENDENCY_TYPE_ITEM;
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dep.position = out->children.size() - 1;
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out->dependencies.push_back(dep);
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} else if(c->node == "asset") {
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struct SceneAsset asset;
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auto ret = (SceneAssetParser()).parse(c, &asset, error);
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if(ret != 0) return ret;
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out->assets.push_back(asset);
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} else if(c->node == "code") {
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struct SceneCode code;
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auto ret = (SceneCodeParser()).parse(c, &code, error);
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if(ret != 0) return ret;
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out->code.push_back(code);
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// Add Dep
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dep.type = SCENE_ITEM_DEPENDENCY_TYPE_CODE;
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dep.position = out->code.size() - 1;
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out->dependencies.push_back(dep);
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} else {
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struct SceneItemComponent component;
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component.registry = out->registry;
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auto ret = (SceneItemComponentParser()).parse(c, &component, error);
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if(ret != 0) return ret;
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out->components.push_back(component);
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// Add dep
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struct SceneItemDependency dep;
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dep.type = SCENE_ITEM_DEPENDENCY_TYPE_COMPONENT;
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dep.position = out->components.size() - 1;
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out->dependencies.push_back(dep);
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}
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++itChildren;
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}
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return 0;
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}
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