Exemplo n.º 1
0
        void TextureAtlasHandler::LoadAtlasFromFile(const String& Name, const String& Group)
        {
            /// @todo Update after we have refactored the resource system if needed.
            Resource::DataStreamPtr AtlasStream = Resource::ResourceManager::GetSingletonPtr()->OpenAssetStream(Name,Group);
            AtlasStream->SetStreamPosition(0);
            XML::Document AtlasDoc;
            AtlasDoc.Load( *AtlasStream.Get() );

            XML::Node RootNode = AtlasDoc.GetChild("Atlases");
            if( !RootNode.Empty() )
            {
                for( XML::NodeIterator AtlasIt = RootNode.begin() ; AtlasIt != RootNode.end() ; ++AtlasIt )
                {
                    // Parse the Atlas
                    TextureAtlas* NewAtlas = new TextureAtlas( (*AtlasIt) );
                    // Verify we don't already have one of the same name
                    AtlasIterator AtIt = this->Atlases.find( NewAtlas->GetName() );
                    if( AtIt != Atlases.end() )
                    {
                        MEZZ_EXCEPTION(ExceptionBase::II_DUPLICATE_IDENTITY_EXCEPTION,"Texture Atlas with the name \"" + NewAtlas->GetName() + "\" already exists.");
                    }
                    // Add the unique Atlas
                    this->Atlases[NewAtlas->GetName()] = NewAtlas;
                }
            }else{
                MEZZ_EXCEPTION(ExceptionBase::INVALID_STATE_EXCEPTION,"Mezzanine Texture Atlas file \"" + Name + "\"does not contain expected \"Atlases\" root node.  File is not valid and cannot be parsed.");
            }
        }
Exemplo n.º 2
0
        void CollisionShapeManager::LoadAllShapesFromXMLFile(const String& FileName, const String& Group)
        {
            /// @todo Replace this stack allocated stream for one initialized from the Resource Manager, after the system is ready.
            Resource::FileStream ShapesStream( FileName, Resource::ResourceManager::GetSingletonPtr()->GetAssetPath(FileName,Group) );
            XML::Document ShapesDoc;
            XML::ParseResult DocResult = ShapesDoc.Load(ShapesStream);
            if( DocResult.Status != XML::StatusOk ) {
                MEZZ_EXCEPTION(ExceptionBase::SYNTAX_ERROR_EXCEPTION_XML,"Failed to parse XML file \"" + FileName + "\".");
            }
            XML::Node ShapesRoot = ShapesDoc.GetChild("InitializerRoot");
            if( ShapesRoot.Empty() ) {
                MEZZ_EXCEPTION(ExceptionBase::SYNTAX_ERROR_EXCEPTION_XML,"Failed to find expected Root node in \"" + FileName + "\".");
            }

            for( XML::NodeIterator ShapeIt = ShapesRoot.begin() ; ShapeIt != ShapesRoot.end() ; ++ShapeIt )
            {
                CollisionShape* DeSerializedShape = Physics::CreateShape( (*ShapeIt) );
                this->CollisionShapes.insert( std::pair<String,CollisionShape*>(DeSerializedShape->GetName(),DeSerializedShape) );
            }
        }
Exemplo n.º 3
0
    void Entresol::ConstructFromXML(const String& EngineDataPath, const Mezzanine::ArchiveType ArchType, const String& InitializerFile)
    {
        //Add default manager factories
        AddAllEngineDefaultManagerFactories();
        //Set some sane Defaults for some values.
        this->ManualLoopBreak = false;

        // Create Ogre.
        SetupOgre();

        // Load the necessary plugins.
        SubSystemParticleFXPlugin = new Ogre::ParticleFXPlugin();
        Ogre::Root::getSingleton().installPlugin(SubSystemParticleFXPlugin);

        // Set up the data we'll be populating.
        XML::Attribute CurrAttrib;
        String GUIInit, ResourceInit, PluginsInit, LogFileName;
        String PluginExtension, PluginPath;

        // Create or set the resource manager.
        /// @todo This currently forces our default resource manager to be constructed, which isn't in line with our factory/initiailzation design.
        /// This should be addressed somehow.
        if(ResourceManager::SingletonValid())
            { AddManager(ResourceManager::GetSingletonPtr()); }
        else
            { AddManager(new ResourceManager(EngineDataPath, ArchType)); }

        // Open and load the initializer doc.
        ResourceManager* ResourceMan = GetResourceManager();
        /// @todo Replace this stack allocated stream for one initialized from the Resource Manager, after the system is ready.
        Resource::FileStream InitStream(InitializerFile,EngineDataPath);
        XML::Document InitDoc;
        XML::ParseResult DocResult = InitDoc.Load(InitStream);
        if( DocResult.Status != XML::StatusOk )
        {
            StringStream ExceptionStream;
            ExceptionStream << "Failed to parse XML file \"" << InitializerFile << "\".";
            MEZZ_EXCEPTION(Exception::SYNTAX_ERROR_EXCEPTION_XML,ExceptionStream.str());
        }
        XML::Node InitRoot = InitDoc.GetChild("InitializerRoot");
        if( InitRoot.Empty() )
        {
            StringStream ExceptionStream;
            ExceptionStream << "Failed to find expected Root node in \"" << InitializerFile << "\".";
            MEZZ_EXCEPTION(Exception::SYNTAX_ERROR_EXCEPTION_XML,ExceptionStream.str());
        }

        // Get the world settings and set them.
        XML::Node WorldSettings = InitRoot.GetChild("WorldSettings");
        for( XML::NodeIterator SetIt = WorldSettings.begin() ; SetIt != WorldSettings.end() ; ++SetIt )
        {
            String SecName = (*SetIt).Name();
            if( "FrameSettings" == SecName )
            {
                CurrAttrib = (*SetIt).GetAttribute("TargetFrameRate");
                if(CurrAttrib.Empty())
                {
                    CurrAttrib = (*SetIt).GetAttribute("TargetFrameTime");
                    if(!CurrAttrib.Empty())
                        SetTargetFrameTimeMicroseconds(CurrAttrib.AsWhole());
                }else{
                    this->SetTargetFrameRate(CurrAttrib.AsWhole());
                }
            }
            else
            {
                MEZZ_EXCEPTION(Exception::SYNTAX_ERROR_EXCEPTION_XML,String("Unknown WorldSetting ")+SecName);
            }

        }

        SetupLogging(LogFileName);

        // Get the other initializer files we'll be using, since we'll need the plugins initializer.
        XML::Node InitFiles = InitRoot.GetChild("OtherInitializers");
        for( XML::NodeIterator InitIt = InitFiles.begin() ; InitIt != InitFiles.end() ; ++InitIt )
        {
            String InitFileName = (*InitIt).Name();
            if( "PluginInit" == InitFileName )
            {
                CurrAttrib = (*InitIt).GetAttribute("FileName");
                if(!CurrAttrib.Empty())
                    PluginsInit = CurrAttrib.AsString();
            }
            else if( "ResourceInit" == InitFileName )
            {
                CurrAttrib = (*InitIt).GetAttribute("FileName");
                if(!CurrAttrib.Empty())
                    ResourceInit = CurrAttrib.AsString();
            }
            else if( "GUIInit" == InitFileName )
            {
                CurrAttrib = (*InitIt).GetAttribute("FileName");
                if(!CurrAttrib.Empty())
                    GUIInit = CurrAttrib.AsString();
            }
        }

        // Load additional resource groups
        /*if(!ResourceInit.empty())
        {
            /// @todo Replace this stack allocated stream for one initialized from the Resource Manager, after the system is ready.
            Resource::FileStream ResourceStream(ResourceInit,EngineDataPath);
            XML::Document ResourceDoc;
            ResourceDoc.Load(ResourceStream);
            // Get an iterator to the first resource group node, and declare them all.
            XML::Node ResourceLocations = ResourceDoc.GetChild("ResourceLocations");
            for( XML::NodeIterator GroupIt = ResourceLocations.begin() ; GroupIt != ResourceLocations.end() ; ++GroupIt )
            {
                String GroupName, GroupType, GroupPath;
                bool GroupRecursive = false;
                // Get the group path
                CurrAttrib = (*GroupIt).GetAttribute("GroupPath");
                if(!CurrAttrib.Empty())
                    GroupPath = CurrAttrib.AsString();
                // Get the group type
                CurrAttrib = (*GroupIt).GetAttribute("GroupType");
                if(!CurrAttrib.Empty())
                    GroupType = CurrAttrib.AsString();
                // Get the group name
                CurrAttrib = (*GroupIt).GetAttribute("GroupName");
                if(!CurrAttrib.Empty())
                    GroupName = CurrAttrib.AsString();
                // Get whether this is recursive
                CurrAttrib = (*GroupIt).GetAttribute("Recursive");
                if(!CurrAttrib.Empty())
                    GroupRecursive = StringTool::ConvertToBool(CurrAttrib.AsString());
                // Finally create the resource location.
                ResourceMan->AddAssetLocation(GroupPath,GroupType,GroupName,GroupRecursive);
            }
            // Get what resource groups should be initialized.
            XML::Node InitGroups = ResourceDoc.GetChild("InitGroups");
            for( XML::NodeIterator InitIt = InitGroups.begin() ; InitIt != InitGroups.end() ; ++InitIt )
            {
                String GroupName;
                CurrAttrib = (*InitIt).GetAttribute("GroupName");
                if(!CurrAttrib.Empty())
                    GroupName = CurrAttrib.AsString();
                ResourceMan->InitAssetGroup(GroupName);
            }
        }//*/

        // Create the requested managers and set their necessary values.
        XML::Node Managers = InitRoot.GetChild("Managers");
        for( XML::NodeIterator ManIt = Managers.begin() ; ManIt != Managers.end() ; ++ManIt )
        {
            CreateManager( (*ManIt).Name(), (*ManIt) );
        }

        // Load additional resource groups
        if(!ResourceInit.empty())
        {
            /// @todo Replace this stack allocated stream for one initialized from the Resource Manager, after the system is ready.
            Resource::FileStream ResourceStream(ResourceInit,EngineDataPath);
            XML::Document ResourceDoc;
            ResourceDoc.Load(ResourceStream);
            // Get an iterator to the first resource group node, and declare them all.
            XML::Node ResourceLocations = ResourceDoc.GetChild("ResourceLocations");
            for( XML::NodeIterator GroupIt = ResourceLocations.begin() ; GroupIt != ResourceLocations.end() ; ++GroupIt )
            {
                String GroupName, GroupPath;
                ArchiveType GroupType;
                bool GroupRecursive = false;
                // Get the group path
                CurrAttrib = (*GroupIt).GetAttribute("GroupPath");
                if(!CurrAttrib.Empty())
                    GroupPath = CurrAttrib.AsString();
                // Get the group type
                CurrAttrib = (*GroupIt).GetAttribute("GroupType");
                if(!CurrAttrib.Empty())
                    GroupType = ResourceManager::GetArchiveTypeFromString(CurrAttrib.AsString());
                // Get the group name
                CurrAttrib = (*GroupIt).GetAttribute("GroupName");
                if(!CurrAttrib.Empty())
                    GroupName = CurrAttrib.AsString();
                // Get whether this is recursive
                CurrAttrib = (*GroupIt).GetAttribute("Recursive");
                if(!CurrAttrib.Empty())
                    GroupRecursive = StringTools::ConvertToBool(CurrAttrib.AsString());
                // Finally create the resource location.
                ResourceMan->AddAssetLocation(GroupPath,GroupType,GroupName,GroupRecursive);
            }
            // Get what resource groups should be initialized.
            XML::Node InitGroups = ResourceDoc.GetChild("InitGroups");
            for( XML::NodeIterator InitIt = InitGroups.begin() ; InitIt != InitGroups.end() ; ++InitIt )
            {
                String GroupName;
                CurrAttrib = (*InitIt).GetAttribute("GroupName");
                if(!CurrAttrib.Empty())
                    GroupName = CurrAttrib.AsString();
                ResourceMan->InitAssetGroup(GroupName);
            }
        }

        // Configure the UI
        if(!GUIInit.empty())
        {
            /// @todo This is currently not implemented.
        }

        SanityChecks();
    }