Esempio n. 1
0
void ConfigSingleton::configure(std::string xml_file_path)
{
    //Open XML config file and try to load it
    XMLDocument doc;
    if(doc.LoadFile(xml_file_path.c_str()) != XML_SUCCESS)
    {
        std::cerr << "Cannot reach configuration file: " << xml_file_path << "!" << std::endl;
        return;
    }

    //Look for <config> element
    XMLElement* pConfig = doc.FirstChildElement("root")->FirstChildElement("config");
    if(pConfig==nullptr)
    {
        std::cerr << "Invalid configuration file: " << xml_file_path << "!" << std::endl;
        return;
    }

    //Iterate attribute list and set parameter values
    //Version 2 of TinyXML won't let me iterate over Attribute list this way by returning
    //const XMLAttribute*. I'm forced to const_cast before I find an elegant way of doing this.
    XMLAttribute* pAttrib = const_cast<XMLAttribute*>(pConfig->FirstAttribute());
    while(pAttrib != nullptr)
    {
        set_parameter(pAttrib->Name(),pAttrib->Value());
        pAttrib = const_cast<XMLAttribute*>(pAttrib->Next());
    }
}
void cSDL2DSceneManager::addLayerObjects(c2DLayer *Layer, XMLElement *Element)
{
    cSceneObject* Object = new cSceneObject();
    unsigned int r=0;
    unsigned int g=0;
    unsigned int b=0;

	if(!Object)
		return;

    for(XMLAttribute* ElementAttrib = const_cast<XMLAttribute*>(Element->FirstAttribute()); ElementAttrib; ElementAttrib = const_cast<XMLAttribute*>(ElementAttrib->Next()))
    {
        std::string AttribName = ElementAttrib->Name();
        std::string AttribValue = ElementAttrib->Value();

        if(AttribName=="resourceID")
        {
            cResourceManager* ResourceManager = cResourceManager::GetResourceManager();

            Object->setResourceObject((cRenderResource*) ResourceManager->findResourcebyID(atoi(AttribValue.c_str())));
        }

        if(AttribName=="posx")
        {
            Object->m_PosX = atof(AttribValue.c_str());
        }

        if(AttribName=="posy")
        {
            Object->m_PosY = atof(AttribValue.c_str());
        }

        if(AttribName=="colorkey")
        {
            if(AttribValue=="true")
               Object->m_bColorKeyEnabled=true;
            else
               Object->m_bColorKeyEnabled=false;
        }

        if(AttribName=="r")
        {
            r = atoi(AttribValue.c_str());
        }

        if(AttribName=="g")
        {
            g = atoi(AttribValue.c_str());
        }

        if(AttribName=="b")
        {
            b = atoi(AttribValue.c_str());
        }
    }

    if(Object->m_bColorKeyEnabled)
        Object->setColorKey(r,g,b);

    Layer->m_SceneObjects.push_back(Object);
}
bool cSDL2DSceneManager::loadFromXMLFile(std::string Filename)
{
   XMLDocument doc(Filename.c_str());

   std::list<c2DLayer*> List;

    if(doc.LoadFile(Filename.c_str()) == XML_NO_ERROR)
    {
        //Find resources node
        XMLNode* ResourceTree = doc.RootElement();

        if(ResourceTree)
        {
            //Enumerate resource objects
            for(XMLNode* child = ResourceTree->FirstChild(); child; child = child->NextSibling())
            {
                XMLElement *Element = child->ToElement();

                if(Element)
                {
                    c2DLayer *Layer = new c2DLayer();
                    Layer->m_ZOrder = m_Layers.size();

                    for(XMLAttribute* ElementAttrib = const_cast<XMLAttribute*>(Element->FirstAttribute()); ElementAttrib; ElementAttrib = const_cast<XMLAttribute*>(ElementAttrib->Next()))
					{
                        //Examine layers
                        std::string AttribName = ElementAttrib->Name();
                        std::string AttribValue = ElementAttrib->Value();

                        //Detect resource type. Graphic? Audio? Text?
                        if(AttribName=="name")
                        {
                            Layer->m_Name=AttribValue;
                            continue;
                        }

                        if(AttribName=="posx")
                        {
                            Layer->m_PosX = atof(AttribValue.c_str());
                        }

                        if(AttribName=="posy")
                        {
                            Layer->m_PosY = atof(AttribValue.c_str());
                        }

                        if(AttribName=="visible")
                        {
                            if(AttribValue=="true")
                                Layer->m_bVisible=true;
                            else
                                Layer->m_bVisible=false;
                        }
					}

					m_Layers.push_back(Layer);

					//Cycle through layer objects
					for(XMLNode* objs = child->FirstChild(); objs; objs = objs->NextSibling())
					{
					    if(std::string(objs->Value())=="objects")
					    {
					        for(XMLNode* obj = objs->FirstChild(); obj; obj = obj->NextSibling())
					        {
                                XMLElement *ObjElement = obj->ToElement();

                                addLayerObjects(Layer, ObjElement);
					        }
                        }
					}
                }
            }

             sortLayers();
             return true;
        }
    }



    return false;
}