mirror of
https://github.com/AxioDL/PrimeWorldEditor.git
synced 2025-12-15 16:16:14 +00:00
Updated outdated IArchive documentation and got rid of old template reader/writer classes
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@@ -102,7 +102,6 @@ HEADERS += \
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Resource/Factory/CScanLoader.h \
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Resource/Factory/CScriptLoader.h \
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Resource/Factory/CStringLoader.h \
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Resource/Factory/CTemplateLoader.h \
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Resource/Factory/CTextureDecoder.h \
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Resource/Factory/CWorldLoader.h \
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Resource/Model/CBasicModel.h \
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@@ -274,7 +273,6 @@ SOURCES += \
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Resource/Factory/CScanLoader.cpp \
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Resource/Factory/CScriptLoader.cpp \
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Resource/Factory/CStringLoader.cpp \
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Resource/Factory/CTemplateLoader.cpp \
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Resource/Factory/CTextureDecoder.cpp \
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Resource/Factory/CWorldLoader.cpp \
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Resource/Model/CBasicModel.cpp \
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@@ -1,6 +1,5 @@
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#include "CGameProject.h"
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#include "IUIRelay.h"
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#include "Core/Resource/Factory/CTemplateLoader.h"
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#include "Core/Resource/Script/CGameTemplate.h"
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#include <Common/Serialization/XML.h>
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#include <nod/nod.hpp>
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@@ -1,5 +1,4 @@
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#include "CScriptLoader.h"
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#include "CTemplateLoader.h"
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#include "Core/GameProject/CResourceStore.h"
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#include "Core/Resource/Script/CGameTemplate.h"
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#include "Core/Resource/Script/NGameList.h"
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File diff suppressed because it is too large
Load Diff
@@ -1,64 +0,0 @@
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#ifndef CTEMPLATELOADER_H
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#define CTEMPLATELOADER_H
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// Old code! This is being kept around for now in case there is a reason to need to load the old templates.
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// Template loading is handled by the serializer now. This code should only be used if there is a reason that
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// the new templates need to be regenerated (i.e. if any data from the old templates is missing on the new ones).
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#define USE_LEGACY_TEMPLATE_LOADER 0
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#if USE_LEGACY_TEMPLATE_LOADER
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#include "Core/Resource/Script/CGameTemplate.h"
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#include "Core/Resource/Script/CScriptTemplate.h"
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#include "Core/Resource/Script/Property/IProperty.h"
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#include "Core/Resource/Script/Property/CEnumProperty.h"
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#include "Core/Resource/Script/Property/CFlagsProperty.h"
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#include <tinyxml2.h>
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class CTemplateLoader
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{
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static const TString mskTemplatesDir;
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static const TString mskGameListPath;
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CGameTemplate *mpGameTemplate;
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EGame mGame;
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TString mTemplatesDir;
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TString mGameDir;
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// Constructor
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CTemplateLoader(const TString& rkTemplatesDir)
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: mTemplatesDir(rkTemplatesDir) {}
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// Load Property
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IProperty* LoadProperty(tinyxml2::XMLElement* pElem, CScriptTemplate* pScript, CStructProperty* pParentStruct, const TString& rkTemplateName);
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IProperty* CreateProperty(u32 ID, EPropertyType Type, const TString& rkName, CScriptTemplate* pScript, CStructProperty* pStruct);
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CStructProperty* LoadStructArchetype(const TString& rkTemplateFileName);
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CEnumProperty* LoadEnumArchetype(const TString& rkTemplateFileName, bool bIsChoice);
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CFlagsProperty* LoadFlagsArchetype(const TString& rkTemplateFileName);
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void LoadProperties(tinyxml2::XMLElement* pPropertiesElem, CScriptTemplate* pScript, CStructProperty* pStruct, const TString& rkTemplateName);
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void LoadEnumerators(tinyxml2::XMLElement* pEnumeratorsElem, CEnumProperty* pEnum, const TString& rkTemplateName);
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void LoadBitFlags(tinyxml2::XMLElement* pFlagsElem, CFlagsProperty* pFlags, const TString& rkTemplateName);
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// Load Script Object
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CScriptTemplate* LoadScriptTemplate(tinyxml2::XMLDocument* pDoc, const TString& rkTemplateName, u32 ObjectID);
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// Load Game
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CGameTemplate* LoadGameInfo(tinyxml2::XMLNode* pNode);
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void LoadGameTemplate(tinyxml2::XMLDocument* pDoc, CGameTemplate* pGame);
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// Utility
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static void OpenXML(const TString& rkPath, tinyxml2::XMLDocument& rDoc);
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static TString ErrorName(tinyxml2::XMLError Error);
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public:
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static void LoadGameList();
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static void LoadGameTemplates(EGame Game);
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static void LoadAllGames();
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static void LoadPropertyList(tinyxml2::XMLDocument* pDoc, const TString& rkListName);
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static void SaveGameList();
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};
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#endif
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#endif // CTEMPLATELOADER_H
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@@ -95,9 +95,6 @@ struct SPropertyTemplatePath
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/** CGameTemplate - Per-game template data */
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class CGameTemplate
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{
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friend class CTemplateLoader;
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friend class CTemplateWriter;
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EGame mGame;
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TString mSourceFile;
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bool mFullyLoaded;
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@@ -43,9 +43,6 @@ struct SAttachment
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*/
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class CScriptTemplate
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{
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friend class CTemplateLoader;
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friend class CTemplateWriter;
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public:
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enum ERotationType {
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eRotationEnabled, eRotationDisabled
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@@ -23,7 +23,6 @@ struct SScriptArray
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class CArrayProperty : public TTypedProperty<u32, EPropertyType::Array>
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{
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friend class IProperty;
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friend class CTemplateLoader;
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/** This class inherits from TTypedPropertyNew<int> in order to expose the array
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* count value (the first member of SScriptArray). Outside users can edit this
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@@ -6,7 +6,6 @@
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class CAssetProperty : public TSerializeableTypedProperty<CAssetID, EPropertyType::Asset>
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{
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friend class CTemplateLoader;
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friend class IProperty;
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CResTypeFilter mTypeFilter;
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@@ -13,7 +13,6 @@
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template<EPropertyType TypeEnum>
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class TEnumPropertyBase : public TSerializeableTypedProperty<s32, TypeEnum>
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{
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friend class CTemplateLoader;
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friend class IProperty;
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struct SEnumValue
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@@ -5,7 +5,6 @@
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class CFlagsProperty : public TSerializeableTypedProperty<u32, EPropertyType::Flags>
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{
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friend class CTemplateLoader;
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friend class IProperty;
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struct SBitFlag
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@@ -5,7 +5,6 @@
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class CPointerProperty : public TTypedProperty<void*, EPropertyType::Pointer>
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{
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friend class CTemplateLoader;
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friend class IProperty;
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CPointerProperty(EGame Game)
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@@ -1,6 +1,5 @@
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#include "CPropertyNameGenerator.h"
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#include "IUIRelay.h"
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#include "Core/Resource/Factory/CTemplateLoader.h"
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#include "Core/Resource/Script/CGameTemplate.h"
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#include "Core/Resource/Script/NPropertyMap.h"
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#include <Common/Hash/CCRC32.h>
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@@ -5,7 +5,6 @@
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class CStructProperty : public IProperty
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{
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friend class CTemplateLoader;
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friend class IProperty;
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public:
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@@ -111,9 +111,6 @@ enum class ECookPreference
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/** New property class */
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class IProperty
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{
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friend class CTemplateLoader;
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friend class CPropertyFactory;
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protected:
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/** Flags */
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FPropertyFlags mFlags;
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