123 lines
No EOL
3 KiB
C++
123 lines
No EOL
3 KiB
C++
#ifndef _H_XMLLOADER_H
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#define _H_XMLLOADER_H
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#include <vector>
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#include <string>
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#include <memory>
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#include <unordered_map>
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struct Tile;
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struct EntityData {
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bool isPlayer;
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bool animated;
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int x = 0, y = 0;
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std::string graphic;
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std::string weapon = "pistolGun";
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std::string script;
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};
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struct MapData {
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std::string name;
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std::string file;
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int width = 0, height = 0;
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float tileSize = 32.f;
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std::vector<std::vector<std::shared_ptr<Tile>>> groundTiles;
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};
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struct SceneData {
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std::string id;
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std::string type;
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MapData map;
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std::vector<EntityData> entities;
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};
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struct WeaponData {
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std::string name;
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float fireSpeed = 250.0f;
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int clipSize = 21;
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int maxAmmo = 512;
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std::string script = "";
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std::string graphic;
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std::string animSet;
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bool animated = false;
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float sizeX = 50.f, sizeY = 50.f;
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float offsetX = 0.f, offsetY = 0.f;
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float bulletSizeX = 50.f, bulletSizeY = 50.f;
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std::string bulletGraphic;
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bool bulletAnimated = false;
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float bulletSpread = 1.0f, bulletSpeed = 3.0f, bulletDrop = 500.f;
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float modMin = 0.5f, modMax = 1.0f;
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};
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struct AnimationData {
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std::string name;
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std::string type;
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std::string spriteAtlas;
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// Each entity will have a set of animations,
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// this animation set is meant to keep each group
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// of animations within their set.
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// The actual set name is based on the file the animation
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// is held in.
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std::string animSet;
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bool directional = false;
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bool oneShot;
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float FPS = 1.f;
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float frameSize;
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};
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class XMLLoader
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{
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public:
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XMLLoader() {}
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bool loadScenes(const char* sceneFolder);
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bool loadWeapons(const char* weaponFolder);
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bool loadAnimations(const char* animationFolder);
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const std::shared_ptr<SceneData> getSceneData(const std::string& id) const {
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try {
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return scenes.at(id);
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}
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catch (std::exception&) {
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return nullptr;
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}
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}
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const std::shared_ptr<AnimationData> getAnimationData(const std::string& name) const {
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try {
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return animations.at(name);
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}
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catch (std::exception&) {
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return nullptr;
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}
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}
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// return a full set of animations, may need further optimization.
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// one idea is when loading animations we create a seperate map that holds each set by their reference, so we can just do a simple,
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// hash table lookup.
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std::vector<std::shared_ptr<AnimationData>> getAnimationSet(const std::string& set) const {
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std::vector<std::shared_ptr<AnimationData>> animSet;
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animSet.reserve(animations.size());
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for (const auto& [name, anim] : animations) {
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if (anim->animSet == set) animSet.push_back(anim);
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}
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animSet.shrink_to_fit();
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return animSet;
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}
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const WeaponData* getWeaponDataByName(const char* name) const;
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void clearData() { scenes.clear(); weaponData.clear(); animations.clear(); }
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protected:
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bool loadXmlScene(const char* xmlFile, SceneData* out);
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bool loadMap(const char* xmlFile, SceneData* out);
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bool loadEntityData(const char* xmlFile, SceneData* out);
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private:
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std::unordered_map<std::string, std::shared_ptr<SceneData>> scenes;
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std::unordered_map<std::string, std::shared_ptr<AnimationData>> animations;
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std::vector<WeaponData> weaponData;
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};
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#endif // _H_XMLLOADER_H
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