Counter Strike : Global Offensive Source Code
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//====== Copyright © 1996-2006, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#include "dmserializers.h"
#include "dmebaseimporter.h"
#include "datamodel/idatamodel.h"
#include "datamodel/dmelement.h"
#include "datamodel/dmattributevar.h"
#include "tier1/KeyValues.h"
#include "tier1/utlbuffer.h"
#include "tier1/utlmap.h"
#include <limits.h>
//-----------------------------------------------------------------------------
// Format converter
//-----------------------------------------------------------------------------
class CImportSFMV7 : public CSFMBaseImporter
{
typedef CSFMBaseImporter BaseClass;
public:
CImportSFMV7( char const *formatName, char const *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 CImportSFMV7 s_ImportSFMV7( "sfm_v7", "sfm_v8" );
void InstallSFMV7Importer( IDataModel *pFactory )
{
pFactory->AddLegacyUpdater( &s_ImportSFMV7 );
}
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CImportSFMV7::CImportSFMV7( char const *formatName, char const *nextFormatName ) :
BaseClass( formatName, nextFormatName )
{
}
//-----------------------------------------------------------------------------
// Fixes up all elements
//-----------------------------------------------------------------------------
void CImportSFMV7::FixupElement( CDmElement *pElement )
{
if ( !pElement )
return;
const char *pType = pElement->GetTypeString();
if ( !V_stricmp( pType, "DmeAnimationSet" ) )
{
// Add a level of indirection in animation sets
// Modify the type of all controls from DmElement to DmeAnimationSetControl
CDmrElementArray<> srcPresets( pElement, "presets" );
if ( srcPresets.IsValid() )
{
CDmrElementArray<> presetGroupArray( pElement, "presetGroups", true );
CDmElement *pPresetGroup = CreateElement< CDmElement >( "custom", pElement->GetFileId() );
pPresetGroup->SetType( "DmePresetGroup" );
CDmrElementArray<> presets( pPresetGroup, "presets", true );
presetGroupArray.AddToTail( pPresetGroup );
int nCount = srcPresets.Count();
for ( int i = 0; i < nCount; ++i )
{
CDmElement *pPreset = srcPresets[i];
if ( pPreset )
{
pPreset->SetType( "DmePreset" );
presets.AddToTail( pPreset );
}
}
srcPresets.RemoveAll();
}
pElement->RemoveAttribute( "presets" );
}
}
//-----------------------------------------------------------------------------
// Fixes up all elements
//-----------------------------------------------------------------------------
void CImportSFMV7::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 CImportSFMV7::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;
}