143 lines
4.3 KiB
C++
143 lines
4.3 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: fixed "color" attribute of lights to be of type Color, rather than Vector4
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// this should have been put in a *long* time ago, but I somehow missed creating the updater between 3 and 4
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// fortunately, since all updates happen on untyped elements, it's reasonably safe to do this out of order
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//
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//=============================================================================
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#include "dmserializers.h"
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#include "dmebaseimporter.h"
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#include "datamodel/idatamodel.h"
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#include "datamodel/dmelement.h"
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#include "tier1/utlbuffer.h"
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#include "tier1/utlmap.h"
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#include <limits.h>
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//-----------------------------------------------------------------------------
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// Format converter
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//-----------------------------------------------------------------------------
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class CImportSFMV9 : public CSFMBaseImporter
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{
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typedef CSFMBaseImporter BaseClass;
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public:
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CImportSFMV9( const char *formatName, const char *nextFormatName );
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private:
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virtual bool DoFixup( CDmElement *pSourceRoot );
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void FixupElement( CDmElement *pElement );
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// Fixes up all elements
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void BuildList( CDmElement *pElement, CUtlRBTree< CDmElement *, int >& list );
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};
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//-----------------------------------------------------------------------------
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// Singleton instance
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//-----------------------------------------------------------------------------
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static CImportSFMV9 s_ImportSFMV9( "sfm_v9", "sfm_v10" );
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void InstallSFMV9Importer( IDataModel *pFactory )
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{
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pFactory->AddLegacyUpdater( &s_ImportSFMV9 );
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}
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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CImportSFMV9::CImportSFMV9( const char *formatName, const char *nextFormatName ) :
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BaseClass( formatName, nextFormatName )
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{
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}
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//-----------------------------------------------------------------------------
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// Fixes up all elements
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//-----------------------------------------------------------------------------
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void CImportSFMV9::FixupElement( CDmElement *pElement )
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{
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if ( !pElement )
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return;
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const char *pType = pElement->GetTypeString();
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if ( !V_stricmp( pType, "DmeLight" ) ||
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!V_stricmp( pType, "DmeDirectionalLight" ) ||
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!V_stricmp( pType, "DmeProjectedLight" ) ||
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!V_stricmp( pType, "DmePointLight" ) ||
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!V_stricmp( pType, "DmeSpotLight" ) ||
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!V_stricmp( pType, "DmeAmbientLight" ) )
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{
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const CDmAttribute *pOldAttr = pElement->GetAttribute( "color", AT_VECTOR4 );
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if ( !pOldAttr )
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return;
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Color color;
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{ // scoping this section of code since vecColor is invalid after RemoveAttribute
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const Vector4D &vecColor = pOldAttr->GetValue< Vector4D >();
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for ( int i = 0; i < 4; ++i )
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{
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color[ i ] = ( int )clamp( vecColor[ i ], 0.0f, 255.0f );
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}
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pElement->RemoveAttribute( "color" );
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}
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CDmAttribute *pNewAttr = pElement->AddAttribute( "color", AT_COLOR );
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pNewAttr->SetValue( color );
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}
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}
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//-----------------------------------------------------------------------------
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// Fixes up all elements
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//-----------------------------------------------------------------------------
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void CImportSFMV9::BuildList( CDmElement *pElement, CUtlRBTree< CDmElement *, int >& list )
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{
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if ( !pElement )
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return;
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if ( list.Find( pElement ) != list.InvalidIndex() )
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return;
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list.Insert( pElement );
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// Descend to bottom of tree, then do fixup coming back up the tree
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for ( CDmAttribute *pAttribute = pElement->FirstAttribute(); pAttribute; pAttribute = pAttribute->NextAttribute() )
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{
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if ( pAttribute->GetType() == AT_ELEMENT )
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{
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CDmElement *pElementAt = pAttribute->GetValueElement<CDmElement>( );
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BuildList( pElementAt, list );
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continue;
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}
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if ( pAttribute->GetType() == AT_ELEMENT_ARRAY )
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{
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CDmrElementArray<> array( pAttribute );
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int nCount = array.Count();
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for ( int i = 0; i < nCount; ++i )
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{
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CDmElement *pChild = array[ i ];
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BuildList( pChild, list );
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}
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continue;
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}
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}
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}
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bool CImportSFMV9::DoFixup( CDmElement *pSourceRoot )
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{
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CUtlRBTree< CDmElement *, int > fixlist( 0, 0, DefLessFunc( CDmElement * ) );
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BuildList( pSourceRoot, fixlist );
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for ( int i = fixlist.FirstInorder(); i != fixlist.InvalidIndex() ; i = fixlist.NextInorder( i ) )
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{
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// Search and replace in the entire tree!
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FixupElement( fixlist[ i ] );
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}
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return true;
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}
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