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