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// 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) 2008-2018 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_WRITER_H
#define PX_XML_WRITER_H

#include "foundation/PxSimpleTypes.h"

namespace physx {

	struct PxRepXObject;

	/** 
	 *	Writer used by extensions to write elements to a file or database
	 */
	class XmlWriter
	{
	protected:
		virtual ~XmlWriter(){}
	public:
		/** Write a key-value pair into the current item */
		virtual void write( const char* inName, const char* inData ) = 0;
		/** Write an object id into the current item */
		virtual void write( const char* inName, const PxRepXObject& inLiveObject ) = 0;
		/** Add a child that then becomes the current context */
		virtual void addAndGotoChild( const char* inName ) = 0;
		/** Leave the current child */
		virtual void leaveChild() = 0;
	};
} 

#endif