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VVVVVV/desktop_version/src/XMLUtils.cpp

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#include <SDL.h>
#include <tinyxml2.h>
namespace xml
{
// Just get the document, because TinyXML-2 is annoying.
// Useful outside of this file.
// TODO: But XML handling should really be put in a separate file (maybe this
// one renamed?) instead of lumped in with Game.cpp, and when that happens
// maybe this will be unexported again?
tinyxml2::XMLDocument& get_document(tinyxml2::XMLNode* parent)
{
return *(parent->GetDocument());
}
// Create a new element if it doesn't exist. Returns the element.
tinyxml2::XMLElement* update_element(tinyxml2::XMLNode* parent, const char* name)
{
if (parent == NULL)
{
return NULL;
}
tinyxml2::XMLDocument& doc = get_document(parent);
tinyxml2::XMLElement* element = parent->FirstChildElement(name);
if (element == NULL)
{
// It doesn't exist, so create a new one
element = doc.NewElement(name);
parent->LinkEndChild(element);
}
return element;
}
// Same thing as above, but takes &parent instead of *parent
tinyxml2::XMLElement* update_element(tinyxml2::XMLNode& parent, const char* name)
{
return update_element(&parent, name);
}
// Same thing as above, but deletes the content inside the element, too.
tinyxml2::XMLElement* update_element_delete_contents(tinyxml2::XMLNode* parent, const char* name)
{
tinyxml2::XMLDocument& doc = get_document(parent);
tinyxml2::XMLElement* element = update_element(parent, name);
for (tinyxml2::XMLNode* node = element->FirstChild();
node != NULL;
/* Increment code handled separately */)
{
// Unfortunately, element->DeleteNode() is private
// Can't just doc.DeleteNode(node) and then go to next,
// node->NextSiblingElement() will be NULL.
// Instead, store pointer of node we want to delete. Then increment
// `node`. And THEN delete the node.
tinyxml2::XMLNode* delete_this = node;
node = node->NextSiblingElement();
doc.DeleteNode(delete_this);
}
return element;
}
// Call update_element_delete_contents(), then immediately set its value to a
// string. Returns the element.
tinyxml2::XMLElement* update_tag(tinyxml2::XMLNode* parent, const char* name, const char* value)
{
tinyxml2::XMLElement* element = update_element_delete_contents(parent, name);
element->InsertNewText(value);
return element;
}
// Same as above, but takes an int instead, and automatically converts it to a
// string.
tinyxml2::XMLElement* update_tag(tinyxml2::XMLNode* parent, const char* name, const int value)
{
char string[16];
SDL_snprintf(string, sizeof(string), "%i", value);
return update_tag(parent, name, string);
}
// Delete the declaration, if it exists. Then create a new declaration.
// Returns the declaration.
tinyxml2::XMLDeclaration* update_declaration(tinyxml2::XMLDocument& doc)
{
if (doc.FirstChild() != NULL)
{
tinyxml2::XMLDeclaration* decl = doc.FirstChild()->ToDeclaration();
if (decl != NULL)
{
doc.DeleteNode(decl);
}
}
tinyxml2::XMLDeclaration* decl = doc.NewDeclaration();
doc.InsertFirstChild(decl);
return decl;
}
// Create a new comment if the first child of the node isn't a comment.
// Returns the comment.
tinyxml2::XMLComment* update_comment(tinyxml2::XMLNode* parent, const char* text)
{
if (parent == NULL)
{
return NULL;
}
tinyxml2::XMLDocument& doc = get_document(parent);
if (parent->FirstChild() == NULL)
{
return NULL;
}
tinyxml2::XMLComment* comment = parent->FirstChild()->ToComment();
if (comment == NULL)
{
// It doesn't exist, so create a new one
comment = doc.NewComment(text);
parent->InsertFirstChild(comment);
}
return comment;
}
} // namespace xml