Compare commits

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4 Commits
sig ... develop

  1. 197
      diff
  2. 0
      examples/TEST_Camera2D.cpp
  3. 755
      olcPixelGameEngine.h
  4. 6711
      olcPixelGameEngine.h.orig
  5. 12
      olcPixelGameEngine.h.rej
  6. 158
      olcUTIL_Container.h
  7. 435
      olcUTIL_DataFile.h
  8. 0
      utilities/olcUTIL_Camera2D.h

197
diff

@ -1,197 +0,0 @@
diff --git a/.gitignore b/.gitignore
index e915029..dd400cf 100644
--- a/.gitignore
+++ b/.gitignore
@@ -3,3 +3,5 @@
################################################################################
/.vs
+/utilities/olcUTIL_AffineView.h
+/utilities/olcUTIL_Maths.h
diff --git a/olcPixelGameEngine.h b/olcPixelGameEngine.h
index 5480a15..92dee60 100644
--- a/olcPixelGameEngine.h
+++ b/olcPixelGameEngine.h
@@ -3,7 +3,7 @@
olcPixelGameEngine.h
+-------------------------------------------------------------+
- | OneLoneCoder Pixel Game Engine v2.21 |
+ | OneLoneCoder Pixel Game Engine v2.23 |
| "What do you need? Pixels... Lots of Pixels..." - javidx9 |
+-------------------------------------------------------------+
@@ -197,7 +197,7 @@
Author
~~~~~~
- David Barr, aka javidx9, <EFBFBD>OneLoneCoder 2018, 2019, 2020, 2021, 2022
+ David Barr, aka javidx9, (c) OneLoneCoder 2018, 2019, 2020, 2021, 2022
*/
#pragma endregion
@@ -315,6 +315,9 @@
+FillTexturedTriangle() - Software rasterizes a textured, coloured, triangle
+FillTexturedPolygon() - Hijacks DecalStructure for configuration
+olc::vf2d arguments for Sprite::Sample() functions
+ 2.22: = Fix typo on dragged file buffers for unicode builds
+ 2.23: Fixed Emscripten host sizing errors - Thanks Moros
+ Fixed v2d_generic.clamp() function
!! Apple Platforms will not see these updates immediately - Sorry, I dont have a mac to test... !!
!! Volunteers willing to help appreciated, though PRs are manually integrated with credit !!
@@ -394,7 +397,7 @@ int main()
#include <cstring>
#pragma endregion
-#define PGE_VER 221
+#define PGE_VER 223
// O------------------------------------------------------------------------------O
// | COMPILER CONFIGURATION ODDITIES |
@@ -682,7 +685,7 @@ namespace olc
v2d_generic min(const v2d_generic& v) const { return v2d_generic(std::min(x, v.x), std::min(y, v.y)); }
v2d_generic cart() { return { std::cos(y) * x, std::sin(y) * x }; }
v2d_generic polar() { return { mag(), std::atan2(y, x) }; }
- v2d_generic clamp(const v2d_generic& v1, const v2d_generic& v2) const { return this->max(v1)->min(v2); }
+ v2d_generic clamp(const v2d_generic& v1, const v2d_generic& v2) const { return this->max(v1).min(v2); }
v2d_generic lerp(const v2d_generic& v1, const double t) { return this->operator*(T(1.0 - t)) + (v1 * T(t)); }
T dot(const v2d_generic& rhs) const { return this->x * rhs.x + this->y * rhs.y; }
T cross(const v2d_generic& rhs) const { return this->x * rhs.y - this->y * rhs.x; }
@@ -1357,8 +1360,9 @@ namespace olc
#endif
#if defined(OLC_PLATFORM_X11)
- namespace X11
- {#include <GL/glx.h>}
+ namespace X11 {
+ #include <GL/glx.h>
+ }
#define CALLSTYLE
#endif
@@ -4594,17 +4598,17 @@ namespace olc
// #include <OpenGL/glu.h>
//#endif
-//#if defined(OLC_PLATFORM_EMSCRIPTEN)
-// #include <EGL/egl.h>
-// #include <GLES2/gl2.h>
-// #define GL_GLEXT_PROTOTYPES
-// #include <GLES2/gl2ext.h>
-// #include <emscripten/emscripten.h>
-// #define CALLSTYLE
-// typedef EGLBoolean(locSwapInterval_t)(EGLDisplay display, EGLint interval);
-// #define GL_CLAMP GL_CLAMP_TO_EDGE
-// #define OGL_LOAD(t, n) n;
-//#endif
+#if defined(OLC_PLATFORM_EMSCRIPTEN)
+ #include <EGL/egl.h>
+ #include <GLES2/gl2.h>
+ #define GL_GLEXT_PROTOTYPES
+ #include <GLES2/gl2ext.h>
+ #include <emscripten/emscripten.h>
+ #define CALLSTYLE
+ typedef EGLBoolean(locSwapInterval_t)(EGLDisplay display, EGLint interval);
+ #define GL_CLAMP GL_CLAMP_TO_EDGE
+ #define OGL_LOAD(t, n) n;
+#endif
namespace olc
{
@@ -5574,7 +5578,7 @@ namespace olc
vFiles.push_back(std::string(buffer));
delete[] buffer;
#else
- vFiles.push_back(std::string(dbuffer));
+ vFiles.push_back(std::string(dfbuffer));
#endif
}
@@ -6318,8 +6322,8 @@ namespace olc
let isFullscreen = (document.fullscreenElement != null);
// get the width of the containing element
- let width = (isFullscreen || !Module.olc_AssumeDefaultShells) ? window.innerWidth : Module.canvas.parentNode.clientWidth;
- let height = (isFullscreen || !Module.olc_AssumeDefaultShells) ? window.innerHeight : Module.canvas.parentNode.clientHeight;
+ let width = (isFullscreen) ? window.innerWidth : Module.canvas.parentNode.clientWidth;
+ let height = (isFullscreen) ? window.innerHeight : Module.canvas.parentNode.clientHeight;
// calculate the expected viewport size
let viewWidth = width;
diff --git a/utilities/olcUTIL_Geometry2D.h b/utilities/olcUTIL_Geometry2D.h
index 801c1d3..3b8f363 100644
--- a/utilities/olcUTIL_Geometry2D.h
+++ b/utilities/olcUTIL_Geometry2D.h
@@ -277,43 +277,60 @@ namespace olc::utils::geom2d
// Returns closest point to point
template<typename T1, typename T2>
- inline olc::v2d_generic<T2> closest(const olc::v2d_generic<T1>& p1, const olc::v2d_generic<T2>& p2)
+ inline olc::v2d_generic<T1> closest(const olc::v2d_generic<T1>& p1, const olc::v2d_generic<T2>& p2)
{
return p1;
}
// Returns closest point on line to point
template<typename T1, typename T2>
- inline olc::v2d_generic<T2> closest(const line<T1>& l, const olc::v2d_generic<T2>& p)
+ inline olc::v2d_generic<T1> closest(const line<T1>& l, const olc::v2d_generic<T2>& p)
{
auto d = l.vector();
- double u = std::clamp(double(d.dot(p - l.start) / d.mag2()), 0.0, 1.0);
- return l.start + d * u;
+ double u = std::clamp(double(d.dot(p - l.start)) / d.mag2(), 0.0, 1.0);
+ return l.start + u * d;
}
// Returns closest point on circle to point
template<typename T1, typename T2>
- inline olc::v2d_generic<T2> closest(const circle<T1>& c, const olc::v2d_generic<T2>& p)
+ inline olc::v2d_generic<T1> closest(const circle<T1>& c, const olc::v2d_generic<T2>& p)
{
- return c.pos + (p - c.pos).norm() * c.radius;
+ return c.pos + olc::vd2d(p - c.pos).norm() * c.radius;
}
// Returns closest point on rectangle to point
template<typename T1, typename T2>
- inline olc::v2d_generic<T2> closest(const rect<T1>& r, const olc::v2d_generic<T2>& p)
+ inline olc::v2d_generic<T1> closest(const rect<T1>& r, const olc::v2d_generic<T2>& p)
{
// This could be a "constrain" function hmmmm
// TODO: Not quite what i wanted, should restrain to boundary
- return olc::v2d_generic<T2>{ std::clamp(p.x, r.pos.x, r.pos.x + r.size.x), std::clamp(p.y, r.pos.y, r.pos.y + r.size.y) };
+ return olc::v2d_generic<T1>{ std::clamp(p.x, r.pos.x, r.pos.x + r.size.x), std::clamp(p.y, r.pos.y, r.pos.y + r.size.y) };
}
// Returns closest point on triangle to point
template<typename T1, typename T2>
- inline olc::v2d_generic<T2> closest(const triangle<T1>& t, const olc::v2d_generic<T2>& p)
+ inline olc::v2d_generic<T1> closest(const triangle<T1>& t, const olc::v2d_generic<T2>& p)
{
- // TODO:
- return olc::v2d_generic<T2>();
+ olc::utils::geom2d::line<T1> l{t.pos[0], t.pos[1]};
+ auto p0 = closest(l, p);
+ auto d0 = (p0 - p).mag2();
+
+ l.end = t.pos[2];
+ auto p1 = closest(l, p);
+ auto d1 = (p1 - p).mag2();
+
+ l.start = t.pos[1];
+ auto p2 = closest(l, p);
+ auto d2 = (p2 - p).mag2();
+
+ if((d0 <= d1) && (d0 <= d2)) {
+ return p0;
+ } else if((d1 <= d0) && (d1 <= d2)) {
+ return p1;
+ } else {
+ return p2;
+ }
}

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

@ -1,12 +0,0 @@
--- olcPixelGameEngine.h
+++ olcPixelGameEngine.h
@@ -315,6 +315,9 @@
+FillTexturedTriangle() - Software rasterizes a textured, coloured, triangle
+FillTexturedPolygon() - Hijacks DecalStructure for configuration
+olc::vf2d arguments for Sprite::Sample() functions
+ 2.22: = Fix typo on dragged file buffers for unicode builds
+ 2.23: Fixed Emscripten host sizing errors - Thanks Moros
+ Fixed v2d_generic.clamp() function
!! Apple Platforms will not see these updates immediately - Sorry, I dont have a mac to test... !!
!! Volunteers willing to help appreciated, though PRs are manually integrated with credit !!

@ -1,158 +0,0 @@
/*
OneLoneCoder - Container v1.00
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Assortment of std::container like objects with access specific mechanisms
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2022 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2019, 2020, 2021, 2022
*/
/*
SingleSelection
~~~~~~~~~~~~~~~
This container behaves like a std::vector in all circumstances but features
additional methods that allow it to surve as a list of items, one of which
can be selected, and the items can be manipulated.
An example of this would be the image layers in Photoshop.
For convenience, all container operations operate on an item index rather
than an iterator
*/
#pragma once
#include <vector>
#include <algorithm>
namespace olc::utils::Container
{
template<typename T>
class SingleSelection : public std::vector<T>
{
public:
SingleSelection() : std::vector<T>()
{}
SingleSelection(std::initializer_list<T> list) : std::vector<T>(list)
{}
// Returns selected item in container
size_t selection() const
{
return m_nSelectedItem;
}
// Return the item actually selected
const T& selected() const
{
return this->operator[](m_nSelectedItem);
}
// Return the item actually selected
T& selected()
{
return this->operator[](m_nSelectedItem);
}
// Select item in container
void select(const size_t item)
{
m_nSelectedItem = std::clamp(item, size_t(0), this->size() - size_t(1));
}
// Move selected item positively
void move_up()
{
if(move_up(m_nSelectedItem))
m_nSelectedItem++;
}
// Move selected item negatively
void move_down()
{
if(move_down(m_nSelectedItem))
m_nSelectedItem--;
}
// Move specified item negatively
bool move_down(const size_t item)
{
// Are there at least two items and not first one selected?
if (this->size() >= 2 && item > 0)
{
std::swap(this->operator[](item - 1), this->operator[](item));
return true;
}
return false;
}
// Move specified item positively
bool move_up(const size_t item)
{
// Are there at least two items and not last one selected?
if (this->size() >= 2 && item < this->size() - 1)
{
std::swap(this->operator[](item + 1), this->operator[](item));
return true;
}
return false;
}
void insert_after(const size_t idx, const T& value)
{
this->insert(idx, value);
}
protected:
size_t m_nSelectedItem = 0;
};
}

@ -1,435 +0,0 @@
/*
OneLoneCoder - DataFile v1.00
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
An "easy to use" serialisation/deserialisation class that yields
human readable hierachical files.
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2022 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2019, 2020, 2021, 2022
*/
#pragma once
#include <iostream>
#include <string>
#include <unordered_map>
#include <functional>
#include <fstream>
#include <stack>
#include <sstream>
namespace olc::utils
{
class datafile
{
public:
inline datafile() = default;
public:
// Sets the String Value of a Property (for a given index)
inline void SetString(const std::string& sString, const size_t nItem = 0)
{
if (nItem >= m_vContent.size())
m_vContent.resize(nItem + 1);
m_vContent[nItem] = sString;
}
// Retrieves the String Value of a Property (for a given index) or ""
inline const std::string GetString(const size_t nItem = 0) const
{
if (nItem >= m_vContent.size())
return "";
else
return m_vContent[nItem];
}
// Retrieves the Real Value of a Property (for a given index) or 0.0
inline const double GetReal(const size_t nItem = 0) const
{
return std::atof(GetString(nItem).c_str());
}
// Sets the Real Value of a Property (for a given index)
inline void SetReal(const double d, const size_t nItem = 0)
{
SetString(std::to_string(d), nItem);
}
// Retrieves the Integer Value of a Property (for a given index) or 0
inline const int32_t GetInt(const size_t nItem = 0) const
{
return std::atoi(GetString(nItem).c_str());
}
// Sets the Integer Value of a Property (for a given index)
inline void SetInt(const int32_t n, const size_t nItem = 0)
{
SetString(std::to_string(n), nItem);
}
// Returns the number of Values a property consists of
inline size_t GetValueCount() const
{
return m_vContent.size();
}
// Checks if a property exists - useful to avoid creating properties
// via reading them, though non-essential
inline bool HasProperty(const std::string& sName) const
{
return m_mapObjects.count(sName) > 0;
}
// Access a datafile via a convenient name - "root.node.something.property"
inline datafile& GetProperty(const std::string& name)
{
size_t x = name.find_first_of('.');
if (x != std::string::npos)
{
std::string sProperty = name.substr(0, x);
if (HasProperty(sProperty))
return operator[](sProperty).GetProperty(name.substr(x + 1, name.size()));
else
return operator[](sProperty);
}
else
{
return operator[](name);
}
}
// Access a numbered element - "node[23]", or "root[56].node"
inline datafile& GetIndexedProperty(const std::string& name, const size_t nIndex)
{
return GetProperty(name + "[" + std::to_string(nIndex) + "]");
}
public:
// Writes a "datafile" node (and all of its child nodes and properties) recursively
// to a file.
inline static bool Write(const datafile& n, const std::string& sFileName, const std::string& sIndent = "\t", const char sListSep = ',')
{
// Cache indentation level
size_t nIndentCount = 0;
// Cache sperator string for convenience
std::string sSeperator = std::string(1, sListSep) + " ";
// Fully specified lambda, because this lambda is recursive!
std::function<void(const datafile&, std::ofstream&)> write = [&](const datafile& n, std::ofstream& file)
{
// Lambda creates string given indentation preferences
auto indent = [&](const std::string& sString, const size_t nCount)
{
std::string sOut;
for (size_t n = 0; n < nCount; n++) sOut += sString;
return sOut;
};
// Iterate through each property of this node
for (auto const& property : n.m_vecObjects)
{
// Does property contain any sub objects?
if (property.second.m_vecObjects.empty())
{
// No, so it's an assigned field and should just be written. If the property
// is flagged as comment, it has no assignment potential. First write the
// property name
file << indent(sIndent, nIndentCount) << property.first << (property.second.m_bIsComment ? "" : " = ");
// Second, write the property value (or values, seperated by provided
// separation charater
size_t nItems = property.second.GetValueCount();
for (size_t i = 0; i < property.second.GetValueCount(); i++)
{
// If the Value being written, in string form, contains the separation
// character, then the value must be written inside quotation marks. Note,
// that if the Value is the last of a list of Values for a property, it is
// not suffixed with the separator
size_t x = property.second.GetString(i).find_first_of(sListSep);
if (x != std::string::npos)
{
// Value contains separator, so wrap in quotes
file << "\"" << property.second.GetString(i) << "\"" << ((nItems > 1) ? sSeperator : "");
}
else
{
// Value does not contain separator, so just write out
file << property.second.GetString(i) << ((nItems > 1) ? sSeperator : "");
}
nItems--;
}
// Property written, move to next line
file << "\n";
}
else
{
// Yes, property has properties of its own, so it's a node
// Force a new line and write out the node's name
file << "\n" << indent(sIndent, nIndentCount) << property.first << "\n";
// Open braces, and update indentation
file << indent(sIndent, nIndentCount) << "{\n";
nIndentCount++;
// Recursively write that node
write(property.second, file);
// Node written, so close braces
file << indent(sIndent, nIndentCount) << "}\n\n";
}
}
// We've finished writing out a node, regardless of state, our indentation
// must decrease, unless we're top level
if (nIndentCount > 0) nIndentCount--;
};
// Start Here! Open the file for writing
std::ofstream file(sFileName);
if (file.is_open())
{
// Write the file starting form the supplied node
write(n, file);
return true;
}
return false;
}
inline static bool Read(datafile& n, const std::string& sFileName, const char sListSep = ',')
{
// Open the file!
std::ifstream file(sFileName);
if (file.is_open())
{
// These variables are outside of the read loop, as we will
// need to refer to previous iteration values in certain conditions
std::string sPropName = "";
std::string sPropValue = "";
// The file is fundamentally structured as a stack, so we will read it
// in a such, but note the data structure in memory is not explicitly
// stored in a stack, but one is constructed implicitly via the nodes
// owning other nodes (aka a tree)
// I dont want to accidentally create copies all over the place, nor do
// I want to use pointer syntax, so being a bit different and stupidly
// using std::reference_wrapper, so I can store references to datafile
// nodes in a std::container.
std::stack<std::reference_wrapper<datafile>> stkPath;
stkPath.push(n);
// Read file line by line and process
while (!file.eof())
{
// Read line
std::string line;
std::getline(file, line);
// This little lambda removes whitespace from
// beginning and end of supplied string
auto trim = [](std::string& s)
{
s.erase(0, s.find_first_not_of(" \t\n\r\f\v"));
s.erase(s.find_last_not_of(" \t\n\r\f\v") + 1);
};
trim(line);
// If line has content
if (!line.empty())
{
// Test if its a comment...
if (line[0] == '#')
{
// ...it is a comment, so ignore
datafile comment;
comment.m_bIsComment = true;
stkPath.top().get().m_vecObjects.push_back({ line, comment });
}
else
{
// ...it is content, so parse. Firstly, find if the line
// contains an assignment. If it does then it's a property...
size_t x = line.find_first_of('=');
if (x != std::string::npos)
{
// ...so split up the property into a name, and its values!
// Extract the property name, which is all characters up to
// first assignment, trim any whitespace from ends
sPropName = line.substr(0, x);
trim(sPropName);
// Extract the property value, which is all characters after
// the first assignment operator, trim any whitespace from ends
sPropValue = line.substr(x + 1, line.size());
trim(sPropValue);
// The value may be in list form: a, b, c, d, e, f etc and some of those
// elements may exist in quotes a, b, c, "d, e", f. So we need to iterate
// character by character and break up the value
bool bInQuotes = false;
std::string sToken;
size_t nTokenCount = 0;
for (const auto c : sPropValue)
{
// Is character a quote...
if (c == '\"')
{
// ...yes, so toggle quote state
bInQuotes = !bInQuotes;
}
else
{
// ...no, so proceed creating token. If we are in quote state
// then just append characters until we exit quote state.
if (bInQuotes)
{
sToken.append(1, c);
}
else
{
// Is the character our seperator? If it is
if (c == sListSep)
{
// Clean up the token
trim(sToken);
// Add it to the vector of values for this property
stkPath.top().get()[sPropName].SetString(sToken, nTokenCount);
// Reset our token state
sToken.clear();
nTokenCount++;
}
else
{
// It isnt, so just append to token
sToken.append(1, c);
}
}
}
}
// Any residual characters at this point just make up the final token,
// so clean it up and add it to the vector of values
if (!sToken.empty())
{
trim(sToken);
stkPath.top().get()[sPropName].SetString(sToken, nTokenCount);
}
}
else
{
// ...but if it doesnt, then it's something structural
if (line[0] == '{')
{
// Open brace, so push this node to stack, subsequent properties
// will belong to the new node
stkPath.push(stkPath.top().get()[sPropName]);
}
else
{
if (line[0] == '}')
{
// Close brace, so this node has been defined, pop it from the
// stack
stkPath.pop();
}
else
{
// Line is a property with no assignment. Who knows whether this is useful,
// but we can simply add it as a valueless property...
sPropName = line;
// ...actually it is useful, as valuless properties are typically
// going to be the names of new datafile nodes on the next iteration
}
}
}
}
}
}
// Close and exit!
file.close();
return true;
}
// File not found, so fail
return false;
}
public:
inline datafile& operator[](const std::string& name)
{
// Check if this "node"'s map already contains an object with this name...
if (m_mapObjects.count(name) == 0)
{
// ...it did not! So create this object in the map. First get a vector id
// and link it with the name in the unordered_map
m_mapObjects[name] = m_vecObjects.size();
// then creating the new, blank object in the vector of objects
m_vecObjects.push_back({ name, datafile() });
}
// ...it exists! so return the object, by getting its index from the map, and using that
// index to look up a vector element.
return m_vecObjects[m_mapObjects[name]].second;
}
private:
// The "list of strings" that make up a property value
std::vector<std::string> m_vContent;
// Linkage to create "ordered" unordered_map. We have a vector of
// "properties", and the index to a specific element is mapped.
std::vector<std::pair<std::string, datafile>> m_vecObjects;
std::unordered_map<std::string, size_t> m_mapObjects;
protected:
// Used to identify if a property is a comment or not, not user facing
bool m_bIsComment = false;
};
}
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