mirror of https://github.com/axmolengine/axmol.git
605 lines
22 KiB
C++
605 lines
22 KiB
C++
/**
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Copyright 2013 BlackBerry Inc.
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Copyright (c) 2015-2017 Chukong Technologies
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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Original file from GamePlay3D: http://gameplay3d.org
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This file was modified to fit the cocos2d-x project
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*/
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#ifndef __cocos2d_libs__CCProperties__
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#define __cocos2d_libs__CCProperties__
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#include <string>
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#include <functional>
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#include <cstdint>
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#include <vector>
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#include "renderer/CCTexture2D.h"
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#include "platform/CCPlatformMacros.h"
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#include "base/CCRef.h"
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#include "base/ccTypes.h"
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#include "base/CCVector.h"
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NS_CC_BEGIN
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class Properties;
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class Vec2;
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class Vec3;
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class Vec4;
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class Mat4;
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class Quaternion;
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class Data;
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/**
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* Defines a properties file for loading text files.
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*
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* A properties file has very simple syntax and can contain only namespaces and
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* name/value pairs (the properties of a namespace).
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* The file can have any file extension a user specifies.
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*
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* Here's an example of a simple
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* file that uses all the available features of the markup language:
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@verbatim
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// This is a comment.
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// This property is in the default namespace:
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integerProperty = 5
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// This line defines a namespace of type "mynamespace" without an ID:
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mynamespace
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{
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// This namespace can be retrieved by searching for its ID, "spriteTexture",
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// or by its name "texture":
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texture spriteTexture
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{
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fileName = sprite.png
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width = 64
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height = 64
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}
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// This property is in the "space" namespace:
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booleanProperty = true
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// It's legal to have a name without a value if you leave out the '=' character:
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foo
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// In fact, the '=' character is optional if you'd rather write:
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bar 23
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// But don't write this or you'll get an error:
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// illegalProperty =
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// Or this:
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// = 15
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// Properties objects let you retrieve values as various types.
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floatProperty = 3.333
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stringProperty = This is a string.
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vector3Property = 1.0, 5.0, 3.55
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colorProperty = 1.0, 0.4, 0.0, 1.0
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}
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@endverbatim
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* Retrieving information out of a file like this could be done in two ways. If the
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* available namespaces and name/value pairs are known in advance they can be queried by ID or name.
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* For example, if the namespace "spriteTexture" and its properties are required then they can
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* be retrieved with a call to getNamespace() followed by calls to getString() and getInt().
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* A namespace is stored and retrieved as a Properties object.
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* Reading the spriteTexture properties out of the file above in this way could be done with the following code:
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@verbatim
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// Create the top-level Properties object.
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Properties* properties = Properties::createNonRefCounted("example.properties");
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// Retrieve the "spriteTexture" namespace.
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Properties* spriteTexture = properties->getNamespace("spriteTexture");
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// Get the values of known texture properties out of the namespace.
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const char* fileName = spriteTexture->getString("fileName");
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int width = spriteTexture->getInt("width");
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int height = spriteTexture->getInt("height");
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// Deleting the top-level Properties object will clean up all nested namespaces.
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SAFE_DELETE(properties);
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@endverbatim
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* On the other hand, if the structure of the file is not known in advance its
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* namespaces and name/value pairs can be retrieved one by one using the getNextNamespace()
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* and getNextProperty() methods. The following method prints the contents of any properties file
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* to the console:
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@verbatim
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void printProperties(Properties* properties)
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{
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// Print the name and ID of the current namespace.
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const char* spacename = properties->getNamespace();
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const char* id = properties->getId();
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GP_WARN("Namespace: %s ID: %s\n{", spacename, id);
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// Print all properties in this namespace.
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const char* name = properties->getNextProperty();
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const char* value = NULL;
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while (name != NULL)
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{
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value = properties->getString(name);
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GP_WARN("%s = %s", name, value);
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name = properties->getNextProperty();
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}
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GP_WARN("}\n");
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// Print the properties of every namespace within this one.
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Properties* space = properties->getNextNamespace();
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while (space != NULL)
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{
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printProperties(space);
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space = properties->getNextNamespace();
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}
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}
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@endverbatim
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* Note that this method does not keep track of the namespace hierarchy, but could be
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* modified to do so. Also note that nothing in a properties file indicates the type
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* of a property. If the type is unknown, its string can be retrieved and interpreted
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* as necessary.
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*/
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class CC_DLL Properties
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{
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public:
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/**
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* Data types supported by the properties class.
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*/
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enum Type
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{
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NONE,
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STRING,
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NUMBER,
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VECTOR2,
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VECTOR3,
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VECTOR4,
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MATRIX
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};
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/**
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* Creates a Properties runtime settings from the specified URL, where the URL is of
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* the format "<file-path>.<extension>#<namespace-id>/<namespace-id>/.../<namespace-id>"
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* (and "#<namespace-id>/<namespace-id>/.../<namespace-id>" is optional).
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*
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* @param url The URL to create the properties from.
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*
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* @return The created Properties or NULL if there was an error.
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* @script{create}
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*/
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static Properties* createNonRefCounted(std::string_view url);
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/**
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* Destructor.
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*/
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~Properties();
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/**
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* Get the name of the next property.
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*
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* If a valid next property is returned, the value of the property can be
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* retrieved using any of the get methods in this class, passing NULL for
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// the property name.
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*
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* @return The name of the next property, or NULL if there are no properties remaining.
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*/
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const char* getNextProperty();
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/**
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* Get the next namespace.
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*/
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Properties* getNextNamespace();
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/**
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* Rewind the getNextProperty() and getNextNamespace() iterators
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* to the beginning of the file.
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*/
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void rewind();
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/**
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* Get a specific namespace by ID or name. This method will optionally
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* perform a depth-first search on all namespaces and inner namespaces
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* within this Property.
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*
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* @param id The ID or name of the namespace to find.
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* @param searchNames If true, namespace names are used in the search,
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* instead of namespace IDs. By default this parameter is false
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* and namespace IDs are searched.
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* @param recurse If true, perform a depth-first search, otherwise search
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* only the immediate child namespaces.
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*
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* @return A properties object with the given ID or name.
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*/
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Properties* getNamespace(const char* id, bool searchNames = false, bool recurse = true) const;
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/**
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* Get the name of this Property's namespace.
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*
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* @return The name of this Property's namespace.
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*/
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const char* getNamespace() const;
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/**
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* Get the ID of this Property's namespace. The ID should be a unique identifier,
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* but its uniqueness is not enforced.
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*
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* @return The ID of this Property's namespace.
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*/
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const char* getId() const;
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/**
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* Check if a property with the given name is specified in this Properties object.
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*
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* @param name The name of the property to query.
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*
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* @return True if the property exists, false otherwise.
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*/
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bool exists(const char* name) const;
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/**
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* Returns the type of a property.
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*
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* @param name The name of the property to interpret, or NULL to return the current property's type.
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*
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* @return The type of the property.
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*/
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Type getType(const char* name = NULL) const;
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/**
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* Get the value of the given property as a string. This can always be retrieved,
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* whatever the intended type of the property.
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*
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* @param name The name of the property to interpret, or NULL to return the current property's value.
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* @param defaultValue The default value to return if the specified property does not exist.
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*
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* @return The value of the given property as a string, or the empty string if no property with that name exists.
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*/
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const char* getString(const char* name = NULL, const char* defaultValue = NULL) const;
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/**
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* Sets the value of the property with the specified name.
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*
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* If there is no property in this namespace with the current name,
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* one is added. Otherwise, the value of the first property with the
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* specified name is updated.
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*
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* If name is NULL, the value current property (see getNextProperty) is
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* set, unless there is no current property, in which case false
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* is returned.
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*
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* @param name The name of the property to set.
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* @param value The property value.
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*
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* @return True if the property was set, false otherwise.
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*/
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bool setString(const char* name, const char* value);
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/**
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* Interpret the value of the given property as a boolean.
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*
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* @param name The name of the property to interpret, or NULL to return the current property's value.
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* @param defaultValue the default value to return if the specified property does not exist within the properties
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* file.
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*
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* @return true if the property exists and its value is "true", otherwise false.
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*/
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bool getBool(const char* name = NULL, bool defaultValue = false) const;
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/**
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* Interpret the value of the given property as an integer.
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* If the property does not exist, zero will be returned.
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* If the property exists but could not be scanned, an error will be logged and zero will be returned.
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*
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* @param name The name of the property to interpret, or NULL to return the current property's value.
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*
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* @return The value of the given property interpreted as an integer.
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* Zero if the property does not exist or could not be scanned.
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*/
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int getInt(const char* name = NULL) const;
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/**
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* Interpret the value of the given property as a floating-point number.
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* If the property does not exist, zero will be returned.
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* If the property exists but could not be scanned, an error will be logged and zero will be returned.
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*
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* @param name The name of the property to interpret, or NULL to return the current property's value.
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*
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* @return The value of the given property interpreted as a float.
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* Zero if the property does not exist or could not be scanned.
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*/
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float getFloat(const char* name = NULL) const;
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/**
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* Interpret the value of the given property as a Matrix.
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* If the property does not exist, out will be set to the identity matrix.
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* If the property exists but could not be scanned, an error will be logged and out will be set
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* to the identity matrix.
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*
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* @param name The name of the property to interpret, or NULL to return the current property's value.
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* @param out The matrix to set to this property's interpreted value.
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*
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* @return True on success, false if the property does not exist or could not be scanned.
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*/
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bool getMat4(const char* name, Mat4* out) const;
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/**
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* Interpret the value of the given property as a Vector2.
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* If the property does not exist, out will be set to Vector2(0.0f, 0.0f).
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* If the property exists but could not be scanned, an error will be logged and out will be set
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* to Vector2(0.0f, 0.0f).
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*
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* @param name The name of the property to interpret, or NULL to return the current property's value.
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* @param out The vector to set to this property's interpreted value.
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*
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* @return True on success, false if the property does not exist or could not be scanned.
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*/
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bool getVec2(const char* name, Vec2* out) const;
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/**
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* Interpret the value of the given property as a Vector3.
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* If the property does not exist, out will be set to Vector3(0.0f, 0.0f, 0.0f).
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* If the property exists but could not be scanned, an error will be logged and out will be set
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* to Vector3(0.0f, 0.0f, 0.0f).
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*
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* @param name The name of the property to interpret, or NULL to return the current property's value.
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* @param out The vector to set to this property's interpreted value.
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*
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* @return True on success, false if the property does not exist or could not be scanned.
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*/
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bool getVec3(const char* name, Vec3* out) const;
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/**
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* Interpret the value of the given property as a Vector4.
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* If the property does not exist, out will be set to Vector4(0.0f, 0.0f, 0.0f, 0.0f).
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* If the property exists but could not be scanned, an error will be logged and out will be set
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* to Vector4(0.0f, 0.0f, 0.0f, 0.0f).
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*
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* @param name The name of the property to interpret, or NULL to return the current property's value.
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* @param out The vector to set to this property's interpreted value.
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*
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* @return True on success, false if the property does not exist or could not be scanned.
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*/
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bool getVec4(const char* name, Vec4* out) const;
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/**
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* Interpret the value of the given property as a Quaternion specified as an axis angle.
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* If the property does not exist, out will be set to Quaternion().
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* If the property exists but could not be scanned, an error will be logged and out will be set
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* to Quaternion().
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*
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* @param name The name of the property to interpret, or NULL to return the current property's value.
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* @param out The quaternion to set to this property's interpreted value.
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*
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* @return True on success, false if the property does not exist or could not be scanned.
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*/
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bool getQuaternionFromAxisAngle(const char* name, Quaternion* out) const;
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/**
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* Interpret the value of the given property as an RGB color in hex and write this color to a Vector3.
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* E.g. 0xff0000 represents red and sets the vector to (1, 0, 0).
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* If the property does not exist, out will be set to Vector3(0.0f, 0.0f, 0.0f).
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* If the property exists but could not be scanned, an error will be logged and out will be set
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* to Vector3(0.0f, 0.0f, 0.0f).
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*
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* @param name The name of the property to interpret, or NULL to return the current property's value.
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* @param out The vector to set to this property's interpreted value.
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*
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* @return True on success, false if the property does not exist or could not be scanned.
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*/
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bool getColor(const char* name, Vec3* out) const;
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/**
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* Interpret the value of the given property as an RGBA color in hex and write this color to a Vector4.
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* E.g. 0xff0000ff represents opaque red and sets the vector to (1, 0, 0, 1).
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* If the property does not exist, out will be set to Vector4(0.0f, 0.0f, 0.0f, 0.0f).
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* If the property exists but could not be scanned, an error will be logged and out will be set
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* to Vector4(0.0f, 0.0f, 0.0f, 0.0f).
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*
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* @param name The name of the property to interpret, or NULL to return the current property's value.
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* @param out The vector to set to this property's interpreted value.
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*
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* @return True on success, false if the property does not exist or could not be scanned.
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*/
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bool getColor(const char* name, Vec4* out) const;
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/**
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* Gets the file path for the given property if the file exists.
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*
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* This method will first search for the file relative to the working directory.
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* If the file is not found then it will search relative to the directory the bundle file is in.
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*
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* @param name The name of the property.
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* @param path The string to copy the path to if the file exists.
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*
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* @return True if the property exists and the file exists, false otherwise.
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*
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* @script{ignore}
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*/
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bool getPath(const char* name, std::string* path) const;
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/**
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* Returns the value of a variable that is set in this Properties object.
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*
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* Variables take on the format ${name} and are inherited from parent Property objects.
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*
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* @param name Name of the variable to get.
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* @param defaultValue Value to return if the variable is not found.
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*
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* @return The value of the specified variable, or defaultValue if not found.
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*/
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const char* getVariable(const char* name, const char* defaultValue = NULL) const;
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/**
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* Sets the value of the specified variable.
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*
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* @param name Name of the variable to set.
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* @param value The value to set.
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*/
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void setVariable(const char* name, const char* value);
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/**
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* Attempts to parse the specified string as a Vector2 value.
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*
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* On error, false is returned and the output is set to all zero values.
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*
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* @param str The string to parse.
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* @param out The value to populate if successful.
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*
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* @return True if a valid Vector2 was parsed, false otherwise.
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*/
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static bool parseVec2(const char* str, Vec2* out);
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/**
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* Attempts to parse the specified string as a Vector3 value.
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*
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* On error, false is returned and the output is set to all zero values.
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*
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* @param str The string to parse.
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* @param out The value to populate if successful.
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*
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* @return True if a valid Vector3 was parsed, false otherwise.
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*/
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static bool parseVec3(const char* str, Vec3* out);
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/**
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* Attempts to parse the specified string as a Vector4 value.
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*
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* On error, false is returned and the output is set to all zero values.
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*
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* @param str The string to parse.
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* @param out The value to populate if successful.
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*
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* @return True if a valid Vector4 was parsed, false otherwise.
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*/
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static bool parseVec4(const char* str, Vec4* out);
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/**
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* Attempts to parse the specified string as an axis-angle value.
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*
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* The specified string is expected to contain four comma-separated
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* values, where the first three values represents the axis and the
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* fourth value represents the angle, in degrees.
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*
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* On error, false is returned and the output is set to all zero values.
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*
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* @param str The string to parse.
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* @param out A Quaternion populated with the orientation of the axis-angle, if successful.
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*
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* @return True if a valid axis-angle was parsed, false otherwise.
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*/
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static bool parseAxisAngle(const char* str, Quaternion* out);
|
|
|
|
/**
|
|
* Attempts to parse the specified string as an RGB color value.
|
|
*
|
|
* @param str The string to parse.
|
|
* @param out The value to populate if successful.
|
|
*
|
|
* @return True if a valid RGB color was parsed, false otherwise.
|
|
*/
|
|
static bool parseColor(const char* str, Vec3* out);
|
|
|
|
/**
|
|
* Attempts to parse the specified string as an RGBA color value.
|
|
*
|
|
* @param str The string to parse.
|
|
* @param out The value to populate if successful.
|
|
*
|
|
* @return True if a valid RGBA color was parsed, false otherwise.
|
|
*/
|
|
static bool parseColor(const char* str, Vec4* out);
|
|
|
|
private:
|
|
/**
|
|
* Internal structure containing a single property.
|
|
*/
|
|
struct Property
|
|
{
|
|
std::string name;
|
|
std::string value;
|
|
Property(std::string_view aname, std::string_view avalue) : name(aname), value(avalue) {}
|
|
};
|
|
|
|
/**
|
|
* Constructor.
|
|
*/
|
|
Properties();
|
|
|
|
/**
|
|
* Constructs the Properties class from a file.
|
|
*
|
|
* @param stream The stream used for reading the properties from file.
|
|
*/
|
|
Properties(Data* data, ssize_t* dataIdx);
|
|
Properties(const Properties& copy);
|
|
|
|
/**
|
|
* Constructor. Read from the beginning of namespace specified.
|
|
*/
|
|
Properties(Data* data,
|
|
ssize_t* dataIdx,
|
|
std::string_view name,
|
|
const char* id,
|
|
const char* parentID,
|
|
Properties* parent);
|
|
|
|
// Data manipulation methods
|
|
void readProperties();
|
|
void skipWhiteSpace();
|
|
char* trimWhiteSpace(char* str);
|
|
signed char readChar();
|
|
char* readLine(char* output, int num);
|
|
bool seekFromCurrent(int offset);
|
|
bool eof();
|
|
|
|
// Called after createNonRefCounted(); copies info from parents into derived namespaces.
|
|
void resolveInheritance(const char* id = NULL);
|
|
|
|
// Called by resolveInheritance().
|
|
void mergeWith(Properties* overrides);
|
|
|
|
// Clones the Properties object.
|
|
Properties* clone();
|
|
|
|
void setDirectoryPath(const std::string* path);
|
|
void setDirectoryPath(std::string_view path);
|
|
|
|
/**
|
|
* Reads the next character from the Data. Returns EOF if the end of the Data is reached.
|
|
*/
|
|
|
|
// XXX: hack in order to simulate GamePlay's Stream with Cocos2d's Data
|
|
ssize_t* _dataIdx;
|
|
Data* _data;
|
|
|
|
std::string _namespace;
|
|
std::string _id;
|
|
std::string _parentID;
|
|
std::vector<Property> _properties;
|
|
std::vector<Property>::iterator _propertiesItr;
|
|
std::vector<Properties*> _namespaces;
|
|
std::vector<Properties*>::const_iterator _namespacesItr;
|
|
std::vector<Property>* _variables;
|
|
std::string* _dirPath;
|
|
Properties* _parent;
|
|
};
|
|
}
|
|
|
|
#endif // __cocos2d_libs__CCProperties__
|