// ---------------------------------------------------------------------------- // void VenueReader::readDObject( TiXmlElement* self, DObject* dobject, LPCSTR number_name ) { dobject->m_uid = (UID)read_dword_attribute( self, "uid" ); dobject->m_number = (SceneNumber)read_word_attribute( self, number_name ); dobject->m_name = read_text_element( self, "name" ); dobject->m_description = read_text_element( self, "description" ); }
// ---------------------------------------------------------------------------- // AnimationSignal* VenueReader::read( TiXmlElement* self, AnimationSignal *signal ) { signal = new AnimationSignal(); signal->m_sample_rate_ms = (DWORD)read_dword_attribute( self, "sample_rate_ms" ); signal->m_sample_decay_ms = (DWORD)read_dword_attribute( self, "sample_decay_ms" ); signal->m_input_type = (AnimationSignalInput)read_int_attribute( self, "input_type" ); signal->m_input_low = read_unsigned_attribute( self, "input_low" ); signal->m_input_high = read_unsigned_attribute( self, "input_high" ); signal->m_scale_factor = read_unsigned_attribute( self, "scale_factor" ); signal->m_max_threshold = read_unsigned_attribute( self, "max_threshold" ); signal->m_apply_to = (ApplySignal)read_word_attribute( self, "apply_to" ); return signal; }
// ---------------------------------------------------------------------------- // ChannelAnimation* VenueReader::read( TiXmlElement* self, ChannelAnimation* channel_animation ) { channel_animation = new ChannelAnimation(); channel_animation->m_actor_uid = (UID)read_dword_attribute( self, "actor_uid" ); channel_animation->m_channel = (channel_t)read_word_attribute( self, "channel" ); channel_animation->m_animation_style = (ChannelAnimationStyle)read_int_attribute( self, "style" ); TiXmlElement * values = self->FirstChildElement( "channel_values" ); if ( values ) { TiXmlElement* element = values->FirstChildElement( "channel_value" ); while ( element ) { BYTE value = (BYTE)read_int_attribute( element, "value" ); channel_animation->m_value_list.push_back( value ); element = element->NextSiblingElement(); } } return channel_animation; }