/* Original code by Lee Thomason (www.grinninglizard.com) This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #ifndef TINYXML2_INCLUDED #define TINYXML2_INCLUDED #if 1 #include #include #include #include #include #else // Not completely sure all the interesting systems // can handle the new headers; can switch this if // there is an include problem. #include #include #include #include // Needed by mac. #endif /* TODO: add 'lastAttribute' for faster parsing. TODO: intern strings instead of allocation. */ /* gcc: g++ -Wall tinyxml2.cpp xmltest.cpp -o gccxmltest.exe */ #if defined( _DEBUG ) || defined( DEBUG ) || defined (__DEBUG__) #ifndef DEBUG #define DEBUG #endif #endif #if defined(DEBUG) #if defined(_MSC_VER) #define TIXMLASSERT( x ) if ( !(x)) { __debugbreak(); } //if ( !(x)) WinDebugBreak() #elif defined (ANDROID_NDK) #include #define TIXMLASSERT( x ) if ( !(x)) { __android_log_assert( "assert", "grinliz", "ASSERT in '%s' at %d.", __FILE__, __LINE__ ); } #else #include #define TIXMLASSERT assert #endif #else #define TIXMLASSERT( x ) {} #endif #if defined(_MSC_VER) && (_MSC_VER >= 1400 ) // Microsoft visual studio, version 2005 and higher. /*int _snprintf_s( char *buffer, size_t sizeOfBuffer, size_t count, const char *format [, argument] ... );*/ inline int TIXML_SNPRINTF( char* buffer, size_t size, const char* format, ... ) { va_list va; va_start( va, format ); int result = vsnprintf_s( buffer, size, _TRUNCATE, format, va ); va_end( va ); return result; } #define TIXML_SSCANF sscanf_s #else // GCC version 3 and higher //#warning( "Using sn* functions." ) #define TIXML_SNPRINTF snprintf #define TIXML_SSCANF sscanf #endif static const int TIXML2_MAJOR_VERSION = 0; static const int TIXML2_MINOR_VERSION = 9; static const int TIXML2_PATCH_VERSION = 4; namespace tinyxml2 { class XMLDocument; class XMLElement; class XMLAttribute; class XMLComment; class XMLNode; class XMLText; class XMLDeclaration; class XMLUnknown; class XMLPrinter; /* A class that wraps strings. Normally stores the start and end pointers into the XML file itself, and will apply normalization and entity translation if actually read. Can also store (and memory manage) a traditional char[] */ class StrPair { public: enum { NEEDS_ENTITY_PROCESSING = 0x01, NEEDS_NEWLINE_NORMALIZATION = 0x02, TEXT_ELEMENT = NEEDS_ENTITY_PROCESSING | NEEDS_NEWLINE_NORMALIZATION, TEXT_ELEMENT_LEAVE_ENTITIES = NEEDS_NEWLINE_NORMALIZATION, ATTRIBUTE_NAME = 0, ATTRIBUTE_VALUE = NEEDS_ENTITY_PROCESSING | NEEDS_NEWLINE_NORMALIZATION, ATTRIBUTE_VALUE_LEAVE_ENTITIES = NEEDS_NEWLINE_NORMALIZATION, COMMENT = NEEDS_NEWLINE_NORMALIZATION }; StrPair() : flags( 0 ), start( 0 ), end( 0 ) {} ~StrPair(); void Set( char* _start, char* _end, int _flags ) { Reset(); this->start = _start; this->end = _end; this->flags = _flags | NEEDS_FLUSH; } const char* GetStr(); bool Empty() const { return start == end; } void SetInternedStr( const char* str ) { Reset(); this->start = const_cast(str); } void SetStr( const char* str, int flags=0 ); char* ParseText( char* in, const char* endTag, int strFlags ); char* ParseName( char* in ); private: void Reset(); enum { NEEDS_FLUSH = 0x100, NEEDS_DELETE = 0x200 }; // After parsing, if *end != 0, it can be set to zero. int flags; char* start; char* end; }; /* A dynamic array of Plain Old Data. Doesn't support constructors, etc. Has a small initial memory pool, so that low or no usage will not cause a call to new/delete */ template class DynArray { public: DynArray< T, INIT >() { mem = pool; allocated = INIT; size = 0; } ~DynArray() { if ( mem != pool ) { delete mem; } } void Push( T t ) { EnsureCapacity( size+1 ); mem[size++] = t; } T* PushArr( int count ) { EnsureCapacity( size+count ); T* ret = &mem[size]; size += count; return ret; } T Pop() { return mem[--size]; } void PopArr( int count ) { TIXMLASSERT( size >= count ); size -= count; } bool Empty() const { return size == 0; } T& operator[](int i) { TIXMLASSERT( i>= 0 && i < size ); return mem[i]; } const T& operator[](int i) const { TIXMLASSERT( i>= 0 && i < size ); return mem[i]; } int Size() const { return size; } int Capacity() const { return allocated; } const T* Mem() const { return mem; } T* Mem() { return mem; } private: void EnsureCapacity( int cap ) { if ( cap > allocated ) { int newAllocated = cap * 2; T* newMem = new T[newAllocated]; memcpy( newMem, mem, sizeof(T)*size ); // warning: not using constructors, only works for PODs if ( mem != pool ) delete [] mem; mem = newMem; allocated = newAllocated; } } T* mem; T pool[INIT]; int allocated; // objects allocated int size; // number objects in use }; /* Parent virtual class a a pool for fast allocation and deallocation of objects. */ class MemPool { public: MemPool() {} virtual ~MemPool() {} virtual int ItemSize() const = 0; virtual void* Alloc() = 0; virtual void Free( void* ) = 0; }; /* Template child class to create pools of the correct type. */ template< int SIZE > class MemPoolT : public MemPool { public: MemPoolT() : root(0), currentAllocs(0), nAllocs(0), maxAllocs(0) {} ~MemPoolT() { // Delete the blocks. for( int i=0; ichunk[i].next = &block->chunk[i+1]; } block->chunk[COUNT-1].next = 0; root = block->chunk; } void* result = root; root = root->next; ++currentAllocs; if ( currentAllocs > maxAllocs ) maxAllocs = currentAllocs; nAllocs++; return result; } virtual void Free( void* mem ) { if ( !mem ) return; --currentAllocs; Chunk* chunk = (Chunk*)mem; memset( chunk, 0xfe, sizeof(Chunk) ); chunk->next = root; root = chunk; } void Trace( const char* name ) { printf( "Mempool %s watermark=%d [%dk] current=%d size=%d nAlloc=%d blocks=%d\n", name, maxAllocs, maxAllocs*SIZE/1024, currentAllocs, SIZE, nAllocs, blockPtrs.Size() ); } private: enum { COUNT = 1024/SIZE }; union Chunk { Chunk* next; char mem[SIZE]; }; struct Block { Chunk chunk[COUNT]; }; DynArray< Block*, 10 > blockPtrs; Chunk* root; int currentAllocs; int nAllocs; int maxAllocs; }; /** Implements the interface to the "Visitor pattern" (see the Accept() method.) If you call the Accept() method, it requires being passed a XMLVisitor class to handle callbacks. For nodes that contain other nodes (Document, Element) you will get called with a VisitEnter/VisitExit pair. Nodes that are always leaves are simply called with Visit(). If you return 'true' from a Visit method, recursive parsing will continue. If you return false, no children of this node or its sibilings will be Visited. All flavors of Visit methods have a default implementation that returns 'true' (continue visiting). You need to only override methods that are interesting to you. Generally Accept() is called on the TiXmlDocument, although all nodes suppert Visiting. You should never change the document from a callback. @sa XMLNode::Accept() */ class XMLVisitor { public: virtual ~XMLVisitor() {} /// Visit a document. virtual bool VisitEnter( const XMLDocument& /*doc*/ ) { return true; } /// Visit a document. virtual bool VisitExit( const XMLDocument& /*doc*/ ) { return true; } /// Visit an element. virtual bool VisitEnter( const XMLElement& /*element*/, const XMLAttribute* /*firstAttribute*/ ) { return true; } /// Visit an element. virtual bool VisitExit( const XMLElement& /*element*/ ) { return true; } /// Visit a declaration virtual bool Visit( const XMLDeclaration& /*declaration*/ ) { return true; } /// Visit a text node virtual bool Visit( const XMLText& /*text*/ ) { return true; } /// Visit a comment node virtual bool Visit( const XMLComment& /*comment*/ ) { return true; } /// Visit an unknown node virtual bool Visit( const XMLUnknown& /*unknown*/ ) { return true; } }; /* Utility functionality. */ class XMLUtil { public: // Anything in the high order range of UTF-8 is assumed to not be whitespace. This isn't // correct, but simple, and usually works. static const char* SkipWhiteSpace( const char* p ) { while( !IsUTF8Continuation(*p) && isspace( *p ) ) { ++p; } return p; } static char* SkipWhiteSpace( char* p ) { while( !IsUTF8Continuation(*p) && isspace( *p ) ) { ++p; } return p; } inline static bool StringEqual( const char* p, const char* q, int nChar=INT_MAX ) { int n = 0; if ( p == q ) { return true; } while( *p && *q && *p == *q && n(const_cast(this)->FirstChildElement( _value )); } /// Get the last child node, or null if none exists. const XMLNode* LastChild() const { return lastChild; } XMLNode* LastChild() { return const_cast(const_cast(this)->LastChild() ); } /** Get the last child element or optionally the last child element with the specified name. */ const XMLElement* LastChildElement( const char* value=0 ) const; XMLElement* LastChildElement( const char* _value=0 ) { return const_cast(const_cast(this)->LastChildElement(_value) ); } /// Get the previous (left) sibling node of this node. const XMLNode* PreviousSibling() const { return prev; } XMLNode* PreviousSibling() { return prev; } /// Get the previous (left) sibling element of this node, with an opitionally supplied name. const XMLElement* PreviousSiblingElement( const char* value=0 ) const ; XMLElement* PreviousSiblingElement( const char* _value=0 ) { return const_cast(const_cast(this)->PreviousSiblingElement( _value ) ); } /// Get the next (right) sibling node of this node. const XMLNode* NextSibling() const { return next; } XMLNode* NextSibling() { return next; } /// Get the next (right) sibling element of this node, with an opitionally supplied name. const XMLElement* NextSiblingElement( const char* value=0 ) const; XMLElement* NextSiblingElement( const char* _value=0 ) { return const_cast(const_cast(this)->NextSiblingElement( _value ) ); } /** Add a child node as the last (right) child. */ XMLNode* InsertEndChild( XMLNode* addThis ); XMLNode* LinkEndChild( XMLNode* addThis ) { return InsertEndChild( addThis ); } /** Add a child node as the first (left) child. */ XMLNode* InsertFirstChild( XMLNode* addThis ); /** Add a node after the specified child node. */ XMLNode* InsertAfterChild( XMLNode* afterThis, XMLNode* addThis ); /** Delete all the children of this node. */ void DeleteChildren(); /** Delete a child of this node. */ void DeleteChild( XMLNode* node ); /** Make a copy of this node, but not its children. You may pass in a Document pointer that will be the owner of the new Node. If the 'document' is null, then the node returned will be allocated from the current Document. (this->GetDocument()) Note: if called on a XMLDocument, this will return null. */ virtual XMLNode* ShallowClone( XMLDocument* document ) const = 0; /** Test if 2 nodes are the same, but don't test children. The 2 nodes do not need to be in the same Document. Note: if called on a XMLDocument, this will return false. */ virtual bool ShallowEqual( const XMLNode* compare ) const = 0; /** Accept a hierchical visit the nodes in the TinyXML DOM. Every node in the XML tree will be conditionally visited and the host will be called back via the TiXmlVisitor interface. This is essentially a SAX interface for TinyXML. (Note however it doesn't re-parse the XML for the callbacks, so the performance of TinyXML is unchanged by using this interface versus any other.) The interface has been based on ideas from: - http://www.saxproject.org/ - http://c2.com/cgi/wiki?HierarchicalVisitorPattern Which are both good references for "visiting". An example of using Accept(): @verbatim TiXmlPrinter printer; tinyxmlDoc.Accept( &printer ); const char* xmlcstr = printer.CStr(); @endverbatim */ virtual bool Accept( XMLVisitor* visitor ) const = 0; // internal virtual char* ParseDeep( char*, StrPair* ); protected: XMLNode( XMLDocument* ); virtual ~XMLNode(); XMLNode( const XMLNode& ); // not supported void operator=( const XMLNode& ); // not supported XMLDocument* document; XMLNode* parent; mutable StrPair value; XMLNode* firstChild; XMLNode* lastChild; XMLNode* prev; XMLNode* next; private: MemPool* memPool; void Unlink( XMLNode* child ); }; /** XML text. Note that a text node can have child element nodes, for example: @verbatim This is bold @endverbatim A text node can have 2 ways to output the next. "normal" output and CDATA. It will default to the mode it was parsed from the XML file and you generally want to leave it alone, but you can change the output mode with SetCDATA() and query it with CDATA(). */ class XMLText : public XMLNode { friend class XMLBase; friend class XMLDocument; public: virtual bool Accept( XMLVisitor* visitor ) const; virtual XMLText* ToText() { return this; } virtual const XMLText* ToText() const { return this; } /// Declare whether this should be CDATA or standard text. void SetCData( bool _isCData ) { this->isCData = _isCData; } /// Returns true if this is a CDATA text element. bool CData() const { return isCData; } char* ParseDeep( char*, StrPair* endTag ); virtual XMLNode* ShallowClone( XMLDocument* document ) const; virtual bool ShallowEqual( const XMLNode* compare ) const; protected: XMLText( XMLDocument* doc ) : XMLNode( doc ), isCData( false ) {} virtual ~XMLText() {} XMLText( const XMLText& ); // not supported void operator=( const XMLText& ); // not supported private: bool isCData; }; /** An XML Comment. */ class XMLComment : public XMLNode { friend class XMLDocument; public: virtual XMLComment* ToComment() { return this; } virtual const XMLComment* ToComment() const { return this; } virtual bool Accept( XMLVisitor* visitor ) const; char* ParseDeep( char*, StrPair* endTag ); virtual XMLNode* ShallowClone( XMLDocument* document ) const; virtual bool ShallowEqual( const XMLNode* compare ) const; protected: XMLComment( XMLDocument* doc ); virtual ~XMLComment(); XMLComment( const XMLComment& ); // not supported void operator=( const XMLComment& ); // not supported private: }; /** In correct XML the declaration is the first entry in the file. @verbatim @endverbatim TinyXML2 will happily read or write files without a declaration, however. The text of the declaration isn't interpreted. It is parsed and written as a string. */ class XMLDeclaration : public XMLNode { friend class XMLDocument; public: virtual XMLDeclaration* ToDeclaration() { return this; } virtual const XMLDeclaration* ToDeclaration() const { return this; } virtual bool Accept( XMLVisitor* visitor ) const; char* ParseDeep( char*, StrPair* endTag ); virtual XMLNode* ShallowClone( XMLDocument* document ) const; virtual bool ShallowEqual( const XMLNode* compare ) const; protected: XMLDeclaration( XMLDocument* doc ); virtual ~XMLDeclaration(); XMLDeclaration( const XMLDeclaration& ); // not supported void operator=( const XMLDeclaration& ); // not supported }; /** Any tag that tinyXml doesn't recognize is saved as an unknown. It is a tag of text, but should not be modified. It will be written back to the XML, unchanged, when the file is saved. DTD tags get thrown into TiXmlUnknowns. */ class XMLUnknown : public XMLNode { friend class XMLDocument; public: virtual XMLUnknown* ToUnknown() { return this; } virtual const XMLUnknown* ToUnknown() const { return this; } virtual bool Accept( XMLVisitor* visitor ) const; char* ParseDeep( char*, StrPair* endTag ); virtual XMLNode* ShallowClone( XMLDocument* document ) const; virtual bool ShallowEqual( const XMLNode* compare ) const; protected: XMLUnknown( XMLDocument* doc ); virtual ~XMLUnknown(); XMLUnknown( const XMLUnknown& ); // not supported void operator=( const XMLUnknown& ); // not supported }; enum { XML_NO_ERROR = 0, XML_SUCCESS = 0, XML_NO_ATTRIBUTE, XML_WRONG_ATTRIBUTE_TYPE, XML_ERROR_FILE_NOT_FOUND, XML_ERROR_FILE_COULD_NOT_BE_OPENED, XML_ERROR_ELEMENT_MISMATCH, XML_ERROR_PARSING_ELEMENT, XML_ERROR_PARSING_ATTRIBUTE, XML_ERROR_IDENTIFYING_TAG, XML_ERROR_PARSING_TEXT, XML_ERROR_PARSING_CDATA, XML_ERROR_PARSING_COMMENT, XML_ERROR_PARSING_DECLARATION, XML_ERROR_PARSING_UNKNOWN, XML_ERROR_EMPTY_DOCUMENT, XML_ERROR_MISMATCHED_ELEMENT, XML_ERROR_PARSING }; /** An attribute is a name-value pair. Elements have an arbitrary number of attributes, each with a unique name. @note The attributes are not XMLNodes. You may only query the Next() attribute in a list. */ class XMLAttribute { friend class XMLElement; public: const char* Name() const { return name.GetStr(); } ///< The name of the attribute. const char* Value() const { return value.GetStr(); } ///< The value of the attribute. const XMLAttribute* Next() const { return next; } ///< The next attribute in the list. /** IntAttribute interprets the attribute as an integer, and returns the value. If the value isn't an integer, 0 will be returned. There is no error checking; use QueryIntAttribute() if you need error checking. */ int IntValue() const { int i=0; QueryIntValue( &i ); return i; } /// Query as an unsigned integer. See IntAttribute() unsigned UnsignedValue() const { unsigned i=0; QueryUnsignedValue( &i ); return i; } /// Query as a boolean. See IntAttribute() bool BoolValue() const { bool b=false; QueryBoolValue( &b ); return b; } /// Query as a double. See IntAttribute() double DoubleValue() const { double d=0; QueryDoubleValue( &d ); return d; } /// Query as a float. See IntAttribute() float FloatValue() const { float f=0; QueryFloatValue( &f ); return f; } /** QueryIntAttribute interprets the attribute as an integer, and returns the value in the provided paremeter. The function will return XML_NO_ERROR on success, and XML_WRONG_ATTRIBUTE_TYPE if the conversion is not successful. */ int QueryIntValue( int* value ) const; /// See QueryIntAttribute int QueryUnsignedValue( unsigned int* value ) const; /// See QueryIntAttribute int QueryBoolValue( bool* value ) const; /// See QueryIntAttribute int QueryDoubleValue( double* value ) const; /// See QueryIntAttribute int QueryFloatValue( float* value ) const; /// Set the attribute to a string value. void SetAttribute( const char* value ); /// Set the attribute to value. void SetAttribute( int value ); /// Set the attribute to value. void SetAttribute( unsigned value ); /// Set the attribute to value. void SetAttribute( bool value ); /// Set the attribute to value. void SetAttribute( double value ); /// Set the attribute to value. void SetAttribute( float value ); private: enum { BUF_SIZE = 200 }; XMLAttribute() : next( 0 ) {} virtual ~XMLAttribute() {} XMLAttribute( const XMLAttribute& ); // not supported void operator=( const XMLAttribute& ); // not supported void SetName( const char* name ); char* ParseDeep( char* p, bool processEntities ); mutable StrPair name; mutable StrPair value; XMLAttribute* next; MemPool* memPool; }; /** The element is a container class. It has a value, the element name, and can contain other elements, text, comments, and unknowns. Elements also contain an arbitrary number of attributes. */ class XMLElement : public XMLNode { friend class XMLBase; friend class XMLDocument; public: /// Get the name of an element (which is the Value() of the node.) const char* Name() const { return Value(); } /// Set the name of the element. void SetName( const char* str, bool staticMem=false ) { SetValue( str, staticMem ); } virtual XMLElement* ToElement() { return this; } virtual const XMLElement* ToElement() const { return this; } virtual bool Accept( XMLVisitor* visitor ) const; /** Given an attribute name, Attribute() returns the value for the attribute of that name, or null if none exists. For example: @verbatim const char* value = ele->Attribute( "foo" ); @endverbatim The 'value' parameter is normally null. However, if specified, the attribute will only be returned if the 'name' and 'value' match. This allow you to write code: @verbatim if ( ele->Attribute( "foo", "bar" ) ) callFooIsBar(); @endverbatim rather than: @verbatim if ( ele->Attribute( "foo" ) ) { if ( strcmp( ele->Attribute( "foo" ), "bar" ) == 0 ) callFooIsBar(); } @endverbatim */ const char* Attribute( const char* name, const char* value=0 ) const; /** Given an attribute name, IntAttribute() returns the value of the attribute interpreted as an integer. 0 will be returned if there is an error. For a method with error checking, see QueryIntAttribute() */ int IntAttribute( const char* name ) const { int i=0; QueryIntAttribute( name, &i ); return i; } /// See IntAttribute() unsigned UnsignedAttribute( const char* name ) const{ unsigned i=0; QueryUnsignedAttribute( name, &i ); return i; } /// See IntAttribute() bool BoolAttribute( const char* name ) const { bool b=false; QueryBoolAttribute( name, &b ); return b; } /// See IntAttribute() double DoubleAttribute( const char* name ) const { double d=0; QueryDoubleAttribute( name, &d ); return d; } /// See IntAttribute() float FloatAttribute( const char* name ) const { float f=0; QueryFloatAttribute( name, &f ); return f; } /** Given an attribute name, QueryIntAttribute() returns XML_NO_ERROR, XML_WRONG_ATTRIBUTE_TYPE if the conversion can't be performed, or XML_NO_ATTRIBUTE if the attribute doesn't exist. If successful, the result of the conversion will be written to 'value'. If not successful, nothing will be written to 'value'. This allows you to provide default value: @verbatim int value = 10; QueryIntAttribute( "foo", &value ); // if "foo" isn't found, value will still be 10 @endverbatim */ int QueryIntAttribute( const char* name, int* _value ) const { const XMLAttribute* a = FindAttribute( name ); if ( !a ) return XML_NO_ATTRIBUTE; return a->QueryIntValue( _value ); } /// See QueryIntAttribute() int QueryUnsignedAttribute( const char* name, unsigned int* _value ) const { const XMLAttribute* a = FindAttribute( name ); if ( !a ) return XML_NO_ATTRIBUTE; return a->QueryUnsignedValue( _value ); } /// See QueryIntAttribute() int QueryBoolAttribute( const char* name, bool* _value ) const { const XMLAttribute* a = FindAttribute( name ); if ( !a ) return XML_NO_ATTRIBUTE; return a->QueryBoolValue( _value ); } /// See QueryIntAttribute() int QueryDoubleAttribute( const char* name, double* _value ) const { const XMLAttribute* a = FindAttribute( name ); if ( !a ) return XML_NO_ATTRIBUTE; return a->QueryDoubleValue( _value ); } /// See QueryIntAttribute() int QueryFloatAttribute( const char* name, float* _value ) const { const XMLAttribute* a = FindAttribute( name ); if ( !a ) return XML_NO_ATTRIBUTE; return a->QueryFloatValue( _value ); } /// Sets the named attribute to value. void SetAttribute( const char* name, const char* _value ) { XMLAttribute* a = FindOrCreateAttribute( name ); a->SetAttribute( _value ); } /// Sets the named attribute to value. void SetAttribute( const char* name, int _value ) { XMLAttribute* a = FindOrCreateAttribute( name ); a->SetAttribute( _value ); } /// Sets the named attribute to value. void SetAttribute( const char* name, unsigned _value ) { XMLAttribute* a = FindOrCreateAttribute( name ); a->SetAttribute( _value ); } /// Sets the named attribute to value. void SetAttribute( const char* name, bool _value ) { XMLAttribute* a = FindOrCreateAttribute( name ); a->SetAttribute( _value ); } /// Sets the named attribute to value. void SetAttribute( const char* name, double _value ) { XMLAttribute* a = FindOrCreateAttribute( name ); a->SetAttribute( _value ); } /** Delete an attribute. */ void DeleteAttribute( const char* name ); /// Return the first attribute in the list. const XMLAttribute* FirstAttribute() const { return rootAttribute; } /// Query a specific attribute in the list. const XMLAttribute* FindAttribute( const char* name ) const; /** Convenience function for easy access to the text inside an element. Although easy and concise, GetText() is limited compared to getting the TiXmlText child and accessing it directly. If the first child of 'this' is a TiXmlText, the GetText() returns the character string of the Text node, else null is returned. This is a convenient method for getting the text of simple contained text: @verbatim This is text const char* str = fooElement->GetText(); @endverbatim 'str' will be a pointer to "This is text". Note that this function can be misleading. If the element foo was created from this XML: @verbatim This is text @endverbatim then the value of str would be null. The first child node isn't a text node, it is another element. From this XML: @verbatim This is text @endverbatim GetText() will return "This is ". */ const char* GetText() const; // internal: enum { OPEN, // CLOSED, // CLOSING // }; int ClosingType() const { return closingType; } char* ParseDeep( char* p, StrPair* endTag ); virtual XMLNode* ShallowClone( XMLDocument* document ) const; virtual bool ShallowEqual( const XMLNode* compare ) const; private: XMLElement( XMLDocument* doc ); virtual ~XMLElement(); XMLElement( const XMLElement& ); // not supported void operator=( const XMLElement& ); // not supported XMLAttribute* FindAttribute( const char* name ); XMLAttribute* FindOrCreateAttribute( const char* name ); void LinkAttribute( XMLAttribute* attrib ); char* ParseAttributes( char* p ); int closingType; XMLAttribute* rootAttribute; }; /** A document binds together all the functionality. It can be saved, loaded, and printed to the screen. All Nodes are connected and allocated to a Document. If the Document is deleted, all its Nodes are also deleted. */ class XMLDocument : public XMLNode { friend class XMLElement; public: /// constructor XMLDocument( bool processEntities = true ); ~XMLDocument(); virtual XMLDocument* ToDocument() { return this; } virtual const XMLDocument* ToDocument() const { return this; } /** Parse an XML file from a character string. Returns XML_NO_ERROR (0) on success, or an errorID. */ int Parse( const char* xml ); /** Load an XML file from disk. Returns XML_NO_ERROR (0) on success, or an errorID. */ int LoadFile( const char* filename ); /** Load an XML file from disk. You are responsible for providing and closing the FILE*. Returns XML_NO_ERROR (0) on success, or an errorID. */ int LoadFile( FILE* ); /** Save the XML file to disk. Returns XML_NO_ERROR (0) on success, or an errorID. */ int SaveFile( const char* filename ); /** Save the XML file to disk. You are responsible for providing and closing the FILE*. Returns XML_NO_ERROR (0) on success, or an errorID. */ int SaveFile( FILE* ); bool ProcessEntities() const { return processEntities; } /** Returns true if this document has a leading Byte Order Mark of UTF8. */ bool HasBOM() const { return writeBOM; } /** Return the root element of DOM. Equivalent to FirstChildElement(). To get the first node, use FirstChild(). */ XMLElement* RootElement() { return FirstChildElement(); } const XMLElement* RootElement() const { return FirstChildElement(); } /** Print the Document. If the Printer is not provided, it will print to stdout. If you provide Printer, this can print to a file: @verbatim XMLPrinter printer( fp ); doc.Print( &printer ); @endverbatim Or you can use a printer to print to memory: @verbatim XMLPrinter printer; doc->Print( &printer ); // printer.CStr() has a const char* to the XML @endverbatim */ void Print( XMLPrinter* streamer=0 ); virtual bool Accept( XMLVisitor* visitor ) const; /** Create a new Element associated with this Document. The memory for the Element is managed by the Document. */ XMLElement* NewElement( const char* name ); /** Create a new Comment associated with this Document. The memory for the Comment is managed by the Document. */ XMLComment* NewComment( const char* comment ); /** Create a new Text associated with this Document. The memory for the Text is managed by the Document. */ XMLText* NewText( const char* text ); /** Create a new Declaration associated with this Document. The memory for the object is managed by the Document. */ XMLDeclaration* NewDeclaration( const char* text ); /** Create a new Unknown associated with this Document. The memory for the object is managed by the Document. */ XMLUnknown* NewUnknown( const char* text ); /** Delete a node associated with this documented. It will be unlinked from the DOM. */ void DeleteNode( XMLNode* node ) { node->parent->DeleteChild( node ); } void SetError( int error, const char* str1, const char* str2 ); /// Return true if there was an error parsing the document. bool Error() const { return errorID != XML_NO_ERROR; } /// Return the errorID. int ErrorID() const { return errorID; } /// Return a possibly helpful diagnostic location or string. const char* GetErrorStr1() const { return errorStr1; } /// Return possibly helpful secondary diagnostic location or string. const char* GetErrorStr2() const { return errorStr2; } /// If there is an error, print it to stdout void PrintError() const; // internal char* Identify( char* p, XMLNode** node ); virtual XMLNode* ShallowClone( XMLDocument* /*document*/ ) const { return 0; } virtual bool ShallowEqual( const XMLNode* /*compare*/ ) const { return false; } private: XMLDocument( const XMLDocument& ); // not supported void operator=( const XMLDocument& ); // not supported void InitDocument(); bool writeBOM; bool processEntities; int errorID; const char* errorStr1; const char* errorStr2; char* charBuffer; MemPoolT< sizeof(XMLElement) > elementPool; MemPoolT< sizeof(XMLAttribute) > attributePool; MemPoolT< sizeof(XMLText) > textPool; MemPoolT< sizeof(XMLComment) > commentPool; }; /** A XMLHandle is a class that wraps a node pointer with null checks; this is an incredibly useful thing. Note that XMLHandle is not part of the TinyXML DOM structure. It is a separate utility class. Take an example: @verbatim @endverbatim Assuming you want the value of "attributeB" in the 2nd "Child" element, it's very easy to write a *lot* of code that looks like: @verbatim XMLElement* root = document.FirstChildElement( "Document" ); if ( root ) { XMLElement* element = root->FirstChildElement( "Element" ); if ( element ) { XMLElement* child = element->FirstChildElement( "Child" ); if ( child ) { XMLElement* child2 = child->NextSiblingElement( "Child" ); if ( child2 ) { // Finally do something useful. @endverbatim And that doesn't even cover "else" cases. XMLHandle addresses the verbosity of such code. A XMLHandle checks for null pointers so it is perfectly safe and correct to use: @verbatim XMLHandle docHandle( &document ); XMLElement* child2 = docHandle.FirstChild( "Document" ).FirstChild( "Element" ).FirstChild().NextSibling().ToElement(); if ( child2 ) { // do something useful @endverbatim Which is MUCH more concise and useful. It is also safe to copy handles - internally they are nothing more than node pointers. @verbatim XMLHandle handleCopy = handle; @endverbatim See also XMLConstHandle, which is the same as XMLHandle, but operates on const objects. */ class XMLHandle { public: /// Create a handle from any node (at any depth of the tree.) This can be a null pointer. XMLHandle( XMLNode* _node ) { node = _node; } /// Create a handle from a node. XMLHandle( XMLNode& _node ) { node = &_node; } /// Copy constructor XMLHandle( const XMLHandle& ref ) { node = ref.node; } /// Assignment XMLHandle operator=( const XMLHandle& ref ) { node = ref.node; return *this; } /// Get the first child of this handle. XMLHandle FirstChild() { return XMLHandle( node ? node->FirstChild() : 0 ); } /// Get the first child element of this handle. XMLHandle FirstChildElement( const char* value=0 ) { return XMLHandle( node ? node->FirstChildElement( value ) : 0 ); } /// Get the last child of this handle. XMLHandle LastChild() { return XMLHandle( node ? node->LastChild() : 0 ); } /// Get the last child element of this handle. XMLHandle LastChildElement( const char* _value=0 ) { return XMLHandle( node ? node->LastChildElement( _value ) : 0 ); } /// Get the previous sibling of this handle. XMLHandle PreviousSibling() { return XMLHandle( node ? node->PreviousSibling() : 0 ); } /// Get the previous sibling element of this handle. XMLHandle PreviousSiblingElement( const char* _value=0 ) { return XMLHandle( node ? node->PreviousSiblingElement( _value ) : 0 ); } /// Get the next sibling of this handle. XMLHandle NextSibling() { return XMLHandle( node ? node->NextSibling() : 0 ); } /// Get the next sibling element of this handle. XMLHandle NextSiblingElement( const char* _value=0 ) { return XMLHandle( node ? node->NextSiblingElement( _value ) : 0 ); } /// Safe cast to XMLNode. This can return null. XMLNode* ToNode() { return node; } /// Safe cast to XMLElement. This can return null. XMLElement* ToElement() { return ( ( node && node->ToElement() ) ? node->ToElement() : 0 ); } /// Safe cast to XMLText. This can return null. XMLText* ToText() { return ( ( node && node->ToText() ) ? node->ToText() : 0 ); } /// Safe cast to XMLUnknown. This can return null. XMLUnknown* ToUnknown() { return ( ( node && node->ToUnknown() ) ? node->ToUnknown() : 0 ); } /// Safe cast to XMLDeclaration. This can return null. XMLDeclaration* ToDeclaration() { return ( ( node && node->ToDeclaration() ) ? node->ToDeclaration() : 0 ); } private: XMLNode* node; }; /** A variant of the XMLHandle class for working with const XMLNodes and Documents. It is the same in all regards, except for the 'const' qualifiers. See XMLHandle for API. */ class XMLConstHandle { public: XMLConstHandle( const XMLNode* _node ) { node = _node; } XMLConstHandle( const XMLNode& _node ) { node = &_node; } XMLConstHandle( const XMLConstHandle& ref ) { node = ref.node; } XMLConstHandle operator=( const XMLConstHandle& ref ) { node = ref.node; return *this; } const XMLConstHandle FirstChild() const { return XMLConstHandle( node ? node->FirstChild() : 0 ); } const XMLConstHandle FirstChildElement( const char* value=0 ) const { return XMLConstHandle( node ? node->FirstChildElement( value ) : 0 ); } const XMLConstHandle LastChild() const { return XMLConstHandle( node ? node->LastChild() : 0 ); } const XMLConstHandle LastChildElement( const char* _value=0 ) const { return XMLConstHandle( node ? node->LastChildElement( _value ) : 0 ); } const XMLConstHandle PreviousSibling() const { return XMLConstHandle( node ? node->PreviousSibling() : 0 ); } const XMLConstHandle PreviousSiblingElement( const char* _value=0 ) const { return XMLConstHandle( node ? node->PreviousSiblingElement( _value ) : 0 ); } const XMLConstHandle NextSibling() const { return XMLConstHandle( node ? node->NextSibling() : 0 ); } const XMLConstHandle NextSiblingElement( const char* _value=0 ) const { return XMLConstHandle( node ? node->NextSiblingElement( _value ) : 0 ); } const XMLNode* ToNode() const { return node; } const XMLElement* ToElement() const { return ( ( node && node->ToElement() ) ? node->ToElement() : 0 ); } const XMLText* ToText() const { return ( ( node && node->ToText() ) ? node->ToText() : 0 ); } const XMLUnknown* ToUnknown() const { return ( ( node && node->ToUnknown() ) ? node->ToUnknown() : 0 ); } const XMLDeclaration* ToDeclaration() const { return ( ( node && node->ToDeclaration() ) ? node->ToDeclaration() : 0 ); } private: const XMLNode* node; }; /** Printing functionality. The XMLPrinter gives you more options than the XMLDocument::Print() method. It can: -# Print to memory. -# Print to a file you provide -# Print XML without a XMLDocument. Print to Memory @verbatim XMLPrinter printer; doc->Print( &printer ); SomeFunctior( printer.CStr() ); @endverbatim Print to a File You provide the file pointer. @verbatim XMLPrinter printer( fp ); doc.Print( &printer ); @endverbatim Print without a XMLDocument When loading, an XML parser is very useful. However, sometimes when saving, it just gets in the way. The code is often set up for streaming, and constructing the DOM is just overhead. The Printer supports the streaming case. The following code prints out a trivially simple XML file without ever creating an XML document. @verbatim XMLPrinter printer( fp ); printer.OpenElement( "foo" ); printer.PushAttribute( "foo", "bar" ); printer.CloseElement(); @endverbatim */ class XMLPrinter : public XMLVisitor { public: /** Construct the printer. If the FILE* is specified, this will print to the FILE. Else it will print to memory, and the result is available in CStr() */ XMLPrinter( FILE* file=0 ); ~XMLPrinter() {} /** If streaming, write the BOM and declaration. */ void PushHeader( bool writeBOM, bool writeDeclaration ); /** If streaming, start writing an element. The element must be closed with CloseElement() */ void OpenElement( const char* name ); /// If streaming, add an attribute to an open element. void PushAttribute( const char* name, const char* value ); void PushAttribute( const char* name, int value ); void PushAttribute( const char* name, unsigned value ); void PushAttribute( const char* name, bool value ); void PushAttribute( const char* name, double value ); /// If streaming, close the Element. void CloseElement(); /// Add a text node. void PushText( const char* text, bool cdata=false ); /// Add a comment void PushComment( const char* comment ); void PushDeclaration( const char* value ); void PushUnknown( const char* value ); virtual bool VisitEnter( const XMLDocument& /*doc*/ ); virtual bool VisitExit( const XMLDocument& /*doc*/ ) { return true; } virtual bool VisitEnter( const XMLElement& element, const XMLAttribute* attribute ); virtual bool VisitExit( const XMLElement& element ); virtual bool Visit( const XMLText& text ); virtual bool Visit( const XMLComment& comment ); virtual bool Visit( const XMLDeclaration& declaration ); virtual bool Visit( const XMLUnknown& unknown ); /** If in print to memory mode, return a pointer to the XML file in memory. */ const char* CStr() const { return buffer.Mem(); } private: void SealElement(); void PrintSpace( int depth ); void PrintString( const char*, bool restrictedEntitySet ); // prints out, after detecting entities. void Print( const char* format, ... ); bool elementJustOpened; bool firstElement; FILE* fp; int depth; int textDepth; bool processEntities; enum { ENTITY_RANGE = 64, BUF_SIZE = 200 }; bool entityFlag[ENTITY_RANGE]; bool restrictedEntityFlag[ENTITY_RANGE]; DynArray< const char*, 10 > stack; DynArray< char, 20 > buffer, accumulator; }; } // tinyxml2 #endif // TINYXML2_INCLUDED