scummvm/engines/tetraedge/game/scene_lights_xml_parser.h
Matthew Duggan 171cdc2afb TETRAEDGE: Improve initialization pattern for XML parsers
Also fixes some coverity warnings as a bonus.
2023-03-11 19:38:20 +09:00

162 lines
4.4 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/>.
*
*/
#ifndef TETRAEDGE_GAME_SCENE_LIGHTS_XML_PARSER_H
#define TETRAEDGE_GAME_SCENE_LIGHTS_XML_PARSER_H
#include "common/formats/xmlparser.h"
#include "tetraedge/te/te_light.h"
#include "tetraedge/te/te_vector3f32.h"
#include "tetraedge/te/te_xml_parser.h"
namespace Tetraedge {
class SceneLightsXmlParser : public TeXmlParser {
public:
SceneLightsXmlParser(Common::Array<Common::SharedPtr<TeLight>> *lights) :
_lights(lights), _shadowLightNo(-1), _shadowFarPlane(0),
_shadowNearPlane(0), _shadowFov(0), _parent(ParentNone) {}
TeColor getShadowColor() { return _shadowColor; }
int getShadowLightNo() { return _shadowLightNo; }
float getShadowFarPlane() { return _shadowFarPlane; }
float getShadowNearPlane() { return _shadowNearPlane; }
float getShadowFov() { return _shadowFov; }
// Parser
CUSTOM_XML_PARSER(SceneLightsXmlParser) {
XML_KEY(Global)
XML_KEY(Ambient)
XML_PROP(r, true)
XML_PROP(g, true)
XML_PROP(b, true)
KEY_END()
KEY_END()
XML_KEY(Lights)
XML_KEY(Light)
XML_PROP(Type, true)
XML_KEY(Position)
XML_PROP(x, true)
XML_PROP(y, true)
XML_PROP(z, true)
KEY_END()
XML_KEY(Direction)
XML_PROP(h, true)
XML_PROP(v, true)
KEY_END()
XML_KEY(Ambient)
XML_PROP(r, true)
XML_PROP(g, true)
XML_PROP(b, true)
KEY_END()
XML_KEY(Diffuse)
XML_PROP(r, true)
XML_PROP(g, true)
XML_PROP(b, true)
KEY_END()
XML_KEY(Specular)
XML_PROP(r, true)
XML_PROP(g, true)
XML_PROP(b, true)
KEY_END()
XML_KEY(Attenuation)
XML_PROP(constant, true)
XML_PROP(linear, true)
XML_PROP(quadratic, true)
KEY_END()
XML_KEY(Cutoff)
XML_PROP(value, true)
KEY_END()
XML_KEY(Exponent)
XML_PROP(value, true)
KEY_END()
XML_KEY(DisplaySize)
XML_PROP(value, true)
KEY_END()
KEY_END()
KEY_END()
XML_KEY(Shadow)
XML_KEY(SourceLight)
XML_PROP(number, true)
KEY_END()
XML_KEY(Fov)
XML_PROP(value, true)
KEY_END()
XML_KEY(NearPlane)
XML_PROP(value, true)
KEY_END()
XML_KEY(FarPlane)
XML_PROP(value, true)
KEY_END()
XML_KEY(Color)
XML_PROP(r, true)
XML_PROP(g, true)
XML_PROP(b, true)
XML_PROP(a, true)
KEY_END()
KEY_END()
} PARSER_END()
private:
Common::Array<Common::SharedPtr<TeLight>> *_lights;
enum ParentNodeType {
ParentNone,
ParentGlobal,
ParentLight,
ParentShadow
};
TeColor _shadowColor;
int _shadowLightNo;
float _shadowFarPlane;
float _shadowNearPlane;
float _shadowFov;
ParentNodeType _parent;
// Parser callback methods
bool parserCallback_Global(ParserNode *node);
bool parserCallback_Ambient(ParserNode *node);
bool parserCallback_Lights(ParserNode *node);
bool parserCallback_Light(ParserNode *node);
bool parserCallback_Position(ParserNode *node);
bool parserCallback_Direction(ParserNode *node);
//bool parserCallback_Ambient(ParserNode *node);
bool parserCallback_Diffuse(ParserNode *node);
bool parserCallback_Specular(ParserNode *node);
bool parserCallback_Attenuation(ParserNode *node);
bool parserCallback_Cutoff(ParserNode *node);
bool parserCallback_Exponent(ParserNode *node);
bool parserCallback_DisplaySize(ParserNode *node);
bool parserCallback_Shadow(ParserNode *node);
bool parserCallback_SourceLight(ParserNode *node);
bool parserCallback_Fov(ParserNode *node);
bool parserCallback_NearPlane(ParserNode *node);
bool parserCallback_FarPlane(ParserNode *node);
bool parserCallback_Color(ParserNode *node);
};
} // end namespace Tetraedge
#endif // TETRAEDGE_GAME_SCENE_LIGHTS_XML_PARSER_H