Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "dmserializers.h"
#include "dmebaseimporter.h"
#include "datamodel/idatamodel.h"
#include "datamodel/dmelement.h"
#include "tier1/KeyValues.h"
#include "tier1/utlbuffer.h"
#include "tier1/utlmap.h"
#include <limits.h>
//-----------------------------------------------------------------------------
// Format converter
//-----------------------------------------------------------------------------
class CImportSFMV8 : public CSFMBaseImporter { typedef CSFMBaseImporter BaseClass; public: CImportSFMV8( 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 CImportSFMV8 s_ImportSFMV8( "sfm_v8", "sfm_v9" );
void InstallSFMV8Importer( IDataModel *pFactory ) { pFactory->AddLegacyUpdater( &s_ImportSFMV8 ); }
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CImportSFMV8::CImportSFMV8( const char *formatName, const char *nextFormatName ) : BaseClass( formatName, nextFormatName ) { }
//-----------------------------------------------------------------------------
// Fixes up all elements
//-----------------------------------------------------------------------------
void CImportSFMV8::FixupElement( CDmElement *pElement ) { if ( !pElement ) return;
const char *pType = pElement->GetTypeString();
if ( !V_stricmp( pType, "DmeAnimationSet" ) ) { // Remove 'midpoint' from all controls, and
// Add 'defaultBalance' and 'defaultMultilevel' to all non-transform controls
CDmrElementArray<> srcControls( pElement, "controls" ); if ( srcControls.IsValid() ) { int nCount = srcControls.Count(); for ( int i = 0; i < nCount; ++i ) { CDmElement *pControl = srcControls[i]; if ( pControl ) { if ( !pControl->GetValue<bool>( "transform" ) ) { pControl->InitValue( "defaultBalance", 0.5f ); pControl->InitValue( "defaultMultilevel", 0.5f ); pControl->RemoveAttribute( "midpoint" ); } } } } } }
//-----------------------------------------------------------------------------
// Fixes up all elements
//-----------------------------------------------------------------------------
void CImportSFMV8::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 *pElementAt = pAttribute->GetValueElement<CDmElement>( ); BuildList( pElementAt, 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 CImportSFMV8::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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