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//====== Copyright � 1996-2006, Valve Corporation, All rights reserved. =======
//
// Purpose: fixed "color" attribute of lights to be of type Color, rather than Vector4
// this should have been put in a *long* time ago, but I somehow missed creating the updater between 3 and 4
// fortunately, since all updates happen on untyped elements, it's reasonably safe to do this out of order
//
//=============================================================================
#include "dmserializers.h"
#include "dmebaseimporter.h"
#include "datamodel/idatamodel.h"
#include "datamodel/dmelement.h"
#include "datamodel/dmattributevar.h"
#include "tier1/utlbuffer.h"
#include "tier1/utlmap.h"
#include <limits.h>
//-----------------------------------------------------------------------------
// Format converter
//-----------------------------------------------------------------------------
class CImportSFMV9 : public CSFMBaseImporter { typedef CSFMBaseImporter BaseClass; public: CImportSFMV9( const char *formatName, const char *nextFormatName );
private: virtual bool DoFixup( CDmElement *pSourceRoot );
void FixupElement( CDmElement *pElement ); // Fixes up all elements
void BuildList( CDmElement *pElement, CUtlRBTree< CDmElement *, int >& list ); };
//-----------------------------------------------------------------------------
// Singleton instance
//-----------------------------------------------------------------------------
static CImportSFMV9 s_ImportSFMV9( "sfm_v9", "sfm_v10" );
void InstallSFMV9Importer( IDataModel *pFactory ) { pFactory->AddLegacyUpdater( &s_ImportSFMV9 ); }
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CImportSFMV9::CImportSFMV9( const char *formatName, const char *nextFormatName ) : BaseClass( formatName, nextFormatName ) { }
//-----------------------------------------------------------------------------
// Fixes up all elements
//-----------------------------------------------------------------------------
void CImportSFMV9::FixupElement( CDmElement *pElement ) { if ( !pElement ) return;
const char *pType = pElement->GetTypeString(); if ( !V_stricmp( pType, "DmeLight" ) || !V_stricmp( pType, "DmeDirectionalLight" ) || !V_stricmp( pType, "DmeProjectedLight" ) || !V_stricmp( pType, "DmePointLight" ) || !V_stricmp( pType, "DmeSpotLight" ) || !V_stricmp( pType, "DmeAmbientLight" ) ) { const CDmAttribute *pOldAttr = pElement->GetAttribute( "color", AT_VECTOR4 ); if ( !pOldAttr ) return;
Color color;
{ // scoping this section of code since vecColor is invalid after RemoveAttribute
const Vector4D &vecColor = pOldAttr->GetValue< Vector4D >(); for ( int i = 0; i < 4; ++i ) { color[ i ] = ( int )clamp( vecColor[ i ], 0.0f, 255.0f ); }
pElement->RemoveAttribute( "color" ); }
CDmAttribute *pNewAttr = pElement->AddAttribute( "color", AT_COLOR ); pNewAttr->SetValue( color ); } }
//-----------------------------------------------------------------------------
// Fixes up all elements
//-----------------------------------------------------------------------------
void CImportSFMV9::BuildList( CDmElement *pElement, CUtlRBTree< CDmElement *, int >& list ) { if ( !pElement ) return;
if ( list.Find( pElement ) != list.InvalidIndex() ) return;
list.Insert( pElement );
// Descend to bottom of tree, then do fixup coming back up the tree
for ( CDmAttribute *pAttribute = pElement->FirstAttribute(); pAttribute; pAttribute = pAttribute->NextAttribute() ) { if ( pAttribute->GetType() == AT_ELEMENT ) { CDmElement *pElement = pAttribute->GetValueElement<CDmElement>( ); BuildList( pElement, list ); continue; }
if ( pAttribute->GetType() == AT_ELEMENT_ARRAY ) { CDmrElementArray<> array( pAttribute ); int nCount = array.Count(); for ( int i = 0; i < nCount; ++i ) { CDmElement *pChild = array[ i ]; BuildList( pChild, list ); } continue; } } }
bool CImportSFMV9::DoFixup( CDmElement *pSourceRoot ) { CUtlRBTree< CDmElement *, int > fixlist( 0, 0, DefLessFunc( CDmElement * ) ); BuildList( pSourceRoot, fixlist ); for ( int i = fixlist.FirstInorder(); i != fixlist.InvalidIndex() ; i = fixlist.NextInorder( i ) ) { // Search and replace in the entire tree!
FixupElement( fixlist[ i ] ); } return true; }
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