mirror of
https://github.com/scummvm/scummvm.git
synced 2025-04-02 10:52:32 -04:00
134 lines
3.8 KiB
C++
134 lines
3.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
|
|
*
|
|
* ScummVM is the legal property of its developers, whose names
|
|
* are too numerous to list here. Please refer to the COPYRIGHT
|
|
* file distributed with this source distribution.
|
|
*
|
|
* This program is free software: you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation, either version 3 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
*
|
|
*/
|
|
|
|
#include "tetraedge/game/particle_xml_parser.h"
|
|
|
|
namespace Tetraedge {
|
|
|
|
bool ParticleXmlParser::parserCallback_particle(ParserNode *node) {
|
|
_scene->particles().push_back(new TeParticle(_scene));
|
|
return true;
|
|
}
|
|
|
|
bool ParticleXmlParser::parserCallback_name(ParserNode *node) {
|
|
_scene->particles().back()->setName(node->values["value"]);
|
|
return true;
|
|
}
|
|
|
|
bool ParticleXmlParser::parserCallback_texture(ParserNode *node) {
|
|
_scene->particles().back()->loadTexture(node->values["value"]);
|
|
return true;
|
|
}
|
|
|
|
bool ParticleXmlParser::parserCallback_position(ParserNode *node) {
|
|
_scene->particles().back()->setPosition(parsePoint(node));
|
|
return true;
|
|
}
|
|
|
|
bool ParticleXmlParser::parserCallback_direction(ParserNode *node) {
|
|
_scene->particles().back()->setDirection(parsePoint(node));
|
|
return true;
|
|
}
|
|
|
|
bool ParticleXmlParser::parserCallback_size(ParserNode *node) {
|
|
_scene->particles().back()->setSize(parseDouble(node));
|
|
return true;
|
|
}
|
|
|
|
bool ParticleXmlParser::parserCallback_volumesize(ParserNode *node) {
|
|
_scene->particles().back()->setVolumeSize(parsePoint(node));
|
|
return true;
|
|
}
|
|
|
|
bool ParticleXmlParser::parserCallback_startcolor(ParserNode *node) {
|
|
TeColor col;
|
|
if (parseCol(node, col)) {
|
|
_scene->particles().back()->setStartColor(col);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool ParticleXmlParser::parserCallback_endcolor(ParserNode *node) {
|
|
TeColor col;
|
|
if (parseCol(node, col)) {
|
|
_scene->particles().back()->setEndColor(col);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool ParticleXmlParser::parserCallback_colortime(ParserNode *node) {
|
|
_scene->particles().back()->setColorTime(parseUint(node));
|
|
return true;
|
|
}
|
|
|
|
bool ParticleXmlParser::parserCallback_time(ParserNode *node) {
|
|
_scene->particles().back()->setTime(parseUint(node));
|
|
return true;
|
|
}
|
|
|
|
bool ParticleXmlParser::parserCallback_period(ParserNode *node) {
|
|
_scene->particles().back()->setPeriod(parseUint(node));
|
|
return true;
|
|
}
|
|
|
|
bool ParticleXmlParser::parserCallback_particleperperiod(ParserNode *node) {
|
|
_scene->particles().back()->setParticlePerPeriod(parseUint(node));
|
|
return true;
|
|
}
|
|
|
|
bool ParticleXmlParser::parserCallback_startloop(ParserNode *node) {
|
|
_scene->particles().back()->setStartLoop(parseUint(node));
|
|
return true;
|
|
}
|
|
|
|
bool ParticleXmlParser::parserCallback_enabled(ParserNode *node) {
|
|
_scene->particles().back()->setEnabled(parseUint(node));
|
|
return true;
|
|
}
|
|
|
|
bool ParticleXmlParser::parserCallback_gravity(ParserNode *node) {
|
|
_scene->particles().back()->setGravity(parseDouble(node));
|
|
return true;
|
|
}
|
|
|
|
bool ParticleXmlParser::parserCallback_randomdirection(ParserNode *node) {
|
|
_scene->particles().back()->setRandomDir((bool)parseUint(node));
|
|
return true;
|
|
}
|
|
|
|
bool ParticleXmlParser::parserCallback_orientation(ParserNode *node) {
|
|
TeVector3f32 orient;
|
|
if (node->values.contains("x")) {
|
|
orient = parsePoint(node);
|
|
} else if (node->values.contains("value")) {
|
|
orient.y() = parseDouble(node);
|
|
} else {
|
|
return false;
|
|
}
|
|
|
|
_scene->particles().back()->setOrientation(orient);
|
|
return true;
|
|
}
|
|
|
|
|
|
} // end namespace Tetraedge
|