Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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 "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 *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 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;
}