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forked from 0ad/0ad
0ad/source/ps/XMLWriter.cpp

174 lines
3.9 KiB
C++

#include "precompiled.h"
#include "XMLWriter.h"
#include "ps/CLogger.h"
#include "lib/res/vfs.h"
// TODO (maybe): Write to the VFS handle frequently, instead of buffering
// the entire file, so that large files get written faster.
enum { EL_ATTR, EL_TEXT, EL_SUBEL };
XMLWriter_File::XMLWriter_File(const char* encoding)
: m_LastElement(NULL), m_Indent(0)
{
m_Data = "<?xml version=\"1.0\" encoding=\"";
m_Data += encoding;
m_Data += "\" standalone=\"no\"?>\n";
}
void XMLWriter_File::Doctype(const char* type, const char* dtd)
{
m_Data += "<!DOCTYPE ";
m_Data += type;
m_Data += " SYSTEM \"";
m_Data += dtd;
m_Data += "\">\n";
}
bool XMLWriter_File::StoreVFS(Handle h)
{
if (m_LastElement) debug_warn("ERROR: Saving XML while an element is still open");
void* data = (void*)m_Data.data();
int err = vfs_io(h, m_Data.Length(), &data);
if (err < 0)
{
LOG(ERROR, "xml", "Error saving XML data through VFS: %lld", h);
return false;
}
return true;
}
void XMLWriter_File::Comment(const char* text)
{
ElementStart(NULL, "!-- ");
m_Data += text;
m_Data += " -->";
--m_Indent;
}
CStr XMLWriter_File::Indent()
{
return std::string(m_Indent, '\t');
}
void XMLWriter_File::ElementStart(XMLWriter_Element* element, const char* name)
{
if (m_LastElement) m_LastElement->Close(EL_SUBEL);
m_LastElement = element;
m_Data += "\n" + Indent() + "<" + name;
++m_Indent;
}
void XMLWriter_File::ElementClose()
{
m_Data += ">";
}
void XMLWriter_File::ElementEnd(const char* name, int type)
{
--m_Indent;
m_LastElement = NULL;
switch (type)
{
case EL_ATTR:
m_Data += " />";
break;
case EL_TEXT:
m_Data += "</";
m_Data += name;
m_Data += ">";
break;
case EL_SUBEL:
m_Data += "\n" + Indent() + "</" + name += ">";
break;
default:
debug_assert(0);
}
}
void XMLWriter_File::ElementText(const char* text)
{
m_Data += text;
}
XMLWriter_Element::XMLWriter_Element(XMLWriter_File& file, const char* name)
: m_File(&file), m_Name(name), m_Type(EL_ATTR)
{
m_File->ElementStart(this, name);
}
XMLWriter_Element::~XMLWriter_Element()
{
m_File->ElementEnd(m_Name, m_Type);
}
void XMLWriter_Element::Close(int type)
{
m_File->ElementClose();
m_Type = type;
}
void XMLWriter_Element::Text(const char* text)
{
Close(EL_TEXT);
m_File->ElementText(text);
}
template <> void XMLWriter_File::ElementAttribute<CStr>(const char* name, const CStr& value, bool newelement)
{
if (newelement)
{
ElementStart(NULL, name);
m_Data += ">";
ElementText(value);
ElementEnd(name, EL_TEXT);
}
else
{
debug_assert(m_LastElement && m_LastElement->m_Type == EL_ATTR);
m_Data += " ";
m_Data += name;
m_Data += "=\"" + value + "\"";
}
}
// Attribute/setting value-to-string template specialisations.
//
// These only deal with basic types. Anything more complicated should
// be converted into a basic type by whatever is making use of XMLWriter,
// to keep game-related logic out of the not-directly-game-related code here.
// Use CStr's conversion for most types:
#define TYPE2(ID_T, ARG_T) \
template <> void XMLWriter_File::ElementAttribute<ID_T>(const char* name, ARG_T value, bool newelement) \
{ \
ElementAttribute(name, CStr(value), newelement); \
}
#define TYPE(T) TYPE2(T, const T &)
TYPE(int)
TYPE(unsigned int)
TYPE(float)
TYPE(double)
// This is the effect of doing const T& with T=const char* - char const* const&
// Weird - I know ;-)
TYPE2(const char *, char const* const&)
// Encode Unicode strings as UTF-8 (though that will only be correct if
// the encoding was set to "utf-8"; it'll look a little odd if you store
// Unicode strings in an iso-8859-1 file, so please don't do that)
template <> void XMLWriter_File::ElementAttribute<CStrW>(const char* name, const CStrW& value, bool newelement)
{
ElementAttribute(name, value.ToUTF8(), newelement);
}