// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PX_XML_READER_H #define PX_XML_READER_H #include "foundation/PxSimpleTypes.h" #include "extensions/PxRepXSimpleType.h" namespace physx { namespace Sn { struct XmlNode; } /** * Reader used to read data out of the repx format. */ class XmlReader { protected: virtual ~XmlReader(){} public: /** Read a key-value pair out of the database */ virtual bool read( const char* inName, const char*& outData ) = 0; /** Read an object id out of the database */ virtual bool read( const char* inName, PxSerialObjectId& outId ) = 0; /** Goto a child element by name. That child becomes this reader's context */ virtual bool gotoChild( const char* inName ) = 0; /** Goto the first child regardless of name */ virtual bool gotoFirstChild() = 0; /** Goto the next sibling regardless of name */ virtual bool gotoNextSibling() = 0; /** Count all children of the current object */ virtual PxU32 countChildren() = 0; /** Get the name of the current item */ virtual const char* getCurrentItemName() = 0; /** Get the value of the current item */ virtual const char* getCurrentItemValue() = 0; /** Leave the current child */ virtual bool leaveChild() = 0; /** Get reader for the parental object */ virtual XmlReader* getParentReader() = 0; /** * Ensures we don't leave the reader in an odd state * due to not leaving a given child */ virtual void pushCurrentContext() = 0; /** Pop the current context back to where it during push*/ virtual void popCurrentContext() = 0; }; //Used when upgrading a repx collection class XmlReaderWriter : public XmlReader { public: //Clears the stack of nodes (push/pop current node reset) //and sets the current node to inNode. virtual void setNode( Sn::XmlNode& node ) = 0; //If the child exists, add it. //the either way goto that child. virtual void addOrGotoChild( const char* name ) = 0; //Value is copied into the collection, inValue has no further references //to it. virtual void setCurrentItemValue( const char* value ) = 0; //Removes the child but does not release the char* name or char* data ptrs. //Those pointers are never released and are shared among collections. //Thus copying nodes is cheap and safe. virtual bool removeChild( const char* name ) = 0; virtual void release() = 0; bool renameProperty( const char* oldName, const char* newName ) { if ( gotoChild( oldName ) ) { const char* value = getCurrentItemValue(); leaveChild(); removeChild( oldName ); addOrGotoChild( newName ); setCurrentItemValue( value ); leaveChild(); return true; } return false; } bool readAndRemoveProperty( const char* name, const char*& outValue ) { bool retval = read( name, outValue ); if ( retval ) removeChild( name ); return retval; } bool writePropertyIfNotEmpty( const char* name, const char* value ) { if ( value && *value ) { addOrGotoChild( name ); setCurrentItemValue( value ); leaveChild(); return true; } return false; } }; } #endif