mirror of
https://github.com/nillerusr/source-engine.git
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145 lines
4.1 KiB
C++
145 lines
4.1 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "dmserializers.h"
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#include "dmebaseimporter.h"
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#include "datamodel/idatamodel.h"
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#include "datamodel/dmelement.h"
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#include "tier1/KeyValues.h"
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#include "tier1/utlbuffer.h"
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#include "tier1/utlmap.h"
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#include <limits.h>
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//-----------------------------------------------------------------------------
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// Format converter
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//-----------------------------------------------------------------------------
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class CImportSFMV7 : public CSFMBaseImporter
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{
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typedef CSFMBaseImporter BaseClass;
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public:
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CImportSFMV7( char const *formatName, char const *nextFormatName );
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private:
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virtual bool DoFixup( CDmElement *pSourceRoot );
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void FixupElement( CDmElement *pElement );
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// Fixes up all elements
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void BuildList( CDmElement *pElement, CUtlRBTree< CDmElement *, int >& list );
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};
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//-----------------------------------------------------------------------------
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// Singleton instance
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//-----------------------------------------------------------------------------
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static CImportSFMV7 s_ImportSFMV7( "sfm_v7", "sfm_v8" );
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void InstallSFMV7Importer( IDataModel *pFactory )
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{
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pFactory->AddLegacyUpdater( &s_ImportSFMV7 );
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}
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CImportSFMV7::CImportSFMV7( char const *formatName, char const *nextFormatName ) :
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BaseClass( formatName, nextFormatName )
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{
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}
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//-----------------------------------------------------------------------------
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// Fixes up all elements
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//-----------------------------------------------------------------------------
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void CImportSFMV7::FixupElement( CDmElement *pElement )
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{
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if ( !pElement )
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return;
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const char *pType = pElement->GetTypeString();
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if ( !V_stricmp( pType, "DmeAnimationSet" ) )
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{
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// Add a level of indirection in animation sets
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// Modify the type of all controls from DmElement to DmeAnimationSetControl
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CDmrElementArray<> srcPresets( pElement, "presets" );
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if ( srcPresets.IsValid() )
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{
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CDmrElementArray<> presetGroupArray( pElement, "presetGroups", true );
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CDmElement *pPresetGroup = CreateElement< CDmElement >( "custom", pElement->GetFileId() );
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pPresetGroup->SetType( "DmePresetGroup" );
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CDmrElementArray<> presets( pPresetGroup, "presets", true );
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presetGroupArray.AddToTail( pPresetGroup );
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int nCount = srcPresets.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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CDmElement *pPreset = srcPresets[i];
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if ( pPreset )
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{
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pPreset->SetType( "DmePreset" );
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presets.AddToTail( pPreset );
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}
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}
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srcPresets.RemoveAll();
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}
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pElement->RemoveAttribute( "presets" );
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}
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}
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//-----------------------------------------------------------------------------
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// Fixes up all elements
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//-----------------------------------------------------------------------------
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void CImportSFMV7::BuildList( CDmElement *pElement, CUtlRBTree< CDmElement *, int >& list )
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{
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if ( !pElement )
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return;
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if ( list.Find( pElement ) != list.InvalidIndex() )
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return;
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list.Insert( pElement );
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// Descend to bottom of tree, then do fixup coming back up the tree
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for ( CDmAttribute *pAttribute = pElement->FirstAttribute(); pAttribute; pAttribute = pAttribute->NextAttribute() )
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{
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if ( pAttribute->GetType() == AT_ELEMENT )
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{
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CDmElement *pElementAt = pAttribute->GetValueElement<CDmElement>( );
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BuildList( pElementAt, list );
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continue;
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}
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if ( pAttribute->GetType() == AT_ELEMENT_ARRAY )
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{
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CDmrElementArray<> array( pAttribute );
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int nCount = array.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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CDmElement *pChild = array[ i ];
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BuildList( pChild, list );
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}
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continue;
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}
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}
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}
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bool CImportSFMV7::DoFixup( CDmElement *pSourceRoot )
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{
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CUtlRBTree< CDmElement *, int > fixlist( 0, 0, DefLessFunc( CDmElement * ) );
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BuildList( pSourceRoot, fixlist );
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for ( int i = fixlist.FirstInorder(); i != fixlist.InvalidIndex() ; i = fixlist.NextInorder( i ) )
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{
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// Search and replace in the entire tree!
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FixupElement( fixlist[ i ] );
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}
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return true;
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}
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