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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
125 lines
4.1 KiB
C++
125 lines
4.1 KiB
C++
/*************************************************************************/
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/* xml_parser.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef XML_PARSER_H
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#define XML_PARSER_H
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#include "core/os/file_access.h"
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#include "core/reference.h"
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#include "core/ustring.h"
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#include "core/vector.h"
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/*
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Based on irrXML (see their zlib license). Added mainly for compatibility with their Collada loader.
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*/
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class XMLParser : public Reference {
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GDCLASS(XMLParser, Reference);
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public:
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//! Enumeration of all supported source text file formats
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enum SourceFormat {
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SOURCE_ASCII,
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SOURCE_UTF8,
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SOURCE_UTF16_BE,
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SOURCE_UTF16_LE,
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SOURCE_UTF32_BE,
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SOURCE_UTF32_LE
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};
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enum NodeType {
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NODE_NONE,
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NODE_ELEMENT,
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NODE_ELEMENT_END,
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NODE_TEXT,
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NODE_COMMENT,
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NODE_CDATA,
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NODE_UNKNOWN
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};
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private:
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char *data;
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char *P;
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uint64_t length;
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void unescape(String &p_str);
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Vector<String> special_characters;
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String node_name;
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bool node_empty;
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NodeType node_type;
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uint64_t node_offset;
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struct Attribute {
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String name;
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String value;
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};
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Vector<Attribute> attributes;
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String _replace_special_characters(const String &origstr);
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bool _set_text(char *start, char *end);
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void _parse_closing_xml_element();
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void _ignore_definition();
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bool _parse_cdata();
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void _parse_comment();
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void _parse_opening_xml_element();
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void _parse_current_node();
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static void _bind_methods();
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public:
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Error read();
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NodeType get_node_type();
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String get_node_name() const;
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String get_node_data() const;
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uint64_t get_node_offset() const;
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int get_attribute_count() const;
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String get_attribute_name(int p_idx) const;
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String get_attribute_value(int p_idx) const;
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bool has_attribute(const String &p_name) const;
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String get_attribute_value(const String &p_name) const;
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String get_attribute_value_safe(const String &p_name) const; // do not print error if doesn't exist
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bool is_empty() const;
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int get_current_line() const;
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void skip_section();
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Error seek(uint64_t p_pos);
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Error open(const String &p_path);
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Error open_buffer(const Vector<uint8_t> &p_buffer);
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void close();
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XMLParser();
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~XMLParser();
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};
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#endif
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