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forked from 0ad/0ad
0ad/source/ps/XML/XeroXMB.h
Ykkrosh b2f5dd1b62 Non-PCH build fixes
This was SVN commit r8949.
2011-02-19 22:30:34 +00:00

253 lines
5.8 KiB
C++

/* Copyright (C) 2011 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
Xeromyces - XMB reading library
*/
/*
Brief outline:
XMB is a binary representation of XML, with some limitations
but much more efficiency (particularly for loading simple data
classes that don't need much initialisation).
Main limitations:
* Only handles UTF16 internally. (It's meant to be a feature, but
can be detrimental if it's always being converted back to
ASCII.)
* Can't correctly handle mixed text/elements inside elements -
"<div> <b> Text </b> </div>" and "<div> Te<b/>xt </div>" are
considered identical.
* Tries to avoid using strings - you usually have to load the
numeric IDs and use them instead.
* Case-sensitive (but converts all element/attribute names in
the XML file to lowercase, so you only have to be careful in
the code)
Theoretical file structure:
XMB_File {
char Header[4]; // because everyone has one; currently "XMB0"
int ElementNameCount;
ZStrA ElementNames[];
int AttributeNameCount;
ZStrA AttributeNames[];
XMB_Node Root;
}
XMB_Node {
0) int Length; // of entire struct, so it can be skipped over
4) int ElementName;
8) int AttributeCount;
12) int ChildCount;
16) int ChildrenOffset; // == sizeof(Text)+sizeof(Attributes)
20) XMB_Text Text;
XMB_Attribute Attributes[];
XMB_Node Children[];
}
XMB_Attribute {
int Name;
ZStrW Value;
}
ZStrA {
int Length; // in bytes
char* Text; // null-terminated ASCII
}
ZStrW {
int Length; // in bytes
char16* Text; // null-terminated UTF16
}
XMB_Text {
20) int Length; // 0 if there's no text, else 4+sizeof(Text) in bytes including terminator
// If Length != 0:
24) int LineNumber; // for e.g. debugging scripts
28) char16* Text; // null-terminated UTF16
}
TODO: since the API was changed to return UTF-8 CStrs,
it'd make much more sense to store UTF-8 on disk too
(plus it'd save space).
*/
#ifndef INCLUDED_XEROXMB
#define INCLUDED_XEROXMB
// Define to use a std::map for name lookups rather than a linear search.
// (The map is usually slower.)
//#define XERO_USEMAP
#include <string>
#ifdef XERO_USEMAP
# include <map>
#endif
#include "ps/CStr.h"
// File headers, to make sure it doesn't try loading anything other than an XMB
extern const char* HeaderMagicStr;
extern const char* UnfinishedHeaderMagicStr;
class XMBElement;
class XMBElementList;
class XMBAttributeList;
class XMBFile
{
public:
XMBFile() : m_Pointer(NULL) {}
// Initialise from the contents of an XMB file.
// FileData must remain allocated and unchanged while
// the XMBFile is being used.
// @return indication of success; main cause for failure is attempting to
// load a partially valid XMB file (e.g. if the game was interrupted
// while writing it), which we detect by checking the magic string.
bool Initialise(const char* FileData);
// Returns the root element
XMBElement GetRoot() const;
// Returns internal ID for a given ASCII element/attribute string.
int GetElementID(const char* Name) const;
int GetAttributeID(const char* Name) const;
// For lazy people (e.g. me) when speed isn't vital:
// Returns element/attribute string for a given internal ID
std::string GetElementString(const int ID) const;
std::string GetAttributeString(const int ID) const;
private:
const char* m_Pointer;
#ifdef XERO_USEMAP
std::map<std::string, int> m_ElementNames;
std::map<std::string, int> m_AttributeNames;
#else
int m_ElementNameCount;
int m_AttributeNameCount;
const char* m_ElementPointer;
const char* m_AttributePointer;
#endif
std::string ReadZStrA();
};
class XMBElement
{
public:
XMBElement()
: m_Pointer(0) {}
XMBElement(const char* offset)
: m_Pointer(offset) {}
int GetNodeName() const;
XMBElementList GetChildNodes() const;
XMBAttributeList GetAttributes() const;
CStr8 GetText() const;
// Returns the line number of the text within this element,
// or -1 if there is no text
int GetLineNumber() const;
private:
// Pointer to the start of the node
const char* m_Pointer;
};
class XMBElementList
{
public:
XMBElementList()
: Count(0), m_Pointer(0), m_LastItemID(-2) {}
XMBElementList(const char* offset, int count)
: Count(count),
m_Pointer(offset),
m_LastItemID(-2) {} // use -2 because it isn't x-1 where x is a non-negative integer
// Get first element in list with the given name.
// Performance is linear in the number of elements in the list.
XMBElement GetFirstNamedItem(const int ElementName) const;
XMBElement Item(const int id); // returns Children[id]
int Count;
private:
const char* m_Pointer;
// For optimised sequential access:
int m_LastItemID;
const char* m_LastPointer;
};
struct XMBAttribute
{
XMBAttribute() {}
XMBAttribute(int name, const CStr8& value)
: Name(name), Value(value) {};
int Name;
CStr8 Value; // UTF-8 encoded
};
class XMBAttributeList
{
public:
XMBAttributeList(const char* offset, int count)
: Count(count), m_Pointer(offset), m_LastItemID(-2) {};
// Get the attribute value directly
CStr8 GetNamedItem(const int AttributeName) const;
// Returns an attribute by position in the list
XMBAttribute Item(const int id);
int Count;
private:
// Pointer to start of attribute list
const char* m_Pointer;
// For optimised sequential access:
int m_LastItemID;
const char* m_LastPointer;
};
#endif // INCLUDED_XEROXMB