int parseDoc() { XMLNode * root = doc.FirstChild(); if(root == nullptr) { return XML_ERROR_FILE_READ_ERROR; } XMLElement * tuixml = root->FirstChildElement("tuixml"); if(tuixml == nullptr) { return XML_ERROR_PARSING_ELEMENT; } XMLElement * temp = tuixml->FirstChildElement(); layers.push_back(layer); createElementLayers(temp); }
/** * @brief This is the default constructor for the XMLLoader. This sets up the root * node and initalises the tinyxml2::XMLElement to start on the first save slot */ XMLLoader(){ string path = "Assets/save_data"; string ext = ".sav"; ext = ".xml"; string result = path + ext; //xmlDoc.LoadFile(result.c_str()); //Why does this load the old save_data all the time if(xmlDoc.LoadFile(result.c_str()) == tinyxml2::XML_ERROR_FILE_NOT_FOUND) GenerateSaveFile(); tinyxml2::XMLNode *pRoot = xmlDoc.FirstChild(); //cout << string_to_int(s) << endl; saveGame = pRoot->FirstChildElement("SaveGame"); if (saveGame == nullptr) throw tinyxml2::XML_ERROR_FILE_READ_ERROR; loadSaveSlots(); /* tinyxml2::XMLElement * slot = saveGame->FirstChildElement("SaveSlot1"); if (slot == nullptr) throw tinyxml2::XML_ERROR_FILE_READ_ERROR; tinyxml2::XMLElement * level = slot->FirstChildElement("Levels"); if (level == nullptr) throw tinyxml2::XML_ERROR_FILE_READ_ERROR; tinyxml2::XMLElement * level_bool = level->FirstChildElement("LVL3"); if (level_bool == nullptr) throw tinyxml2::XML_ERROR_FILE_READ_ERROR; string l_data = level_bool->GetText(); cout << string_to_int(l_data) << endl; */ /* loadSaveSlots(); */ /* const string image_ext = texture->Attribute("EXT"); const string file_name = image_name + '.' + image_ext;*/ }