trpage_parse.cpp
来自「最新osg包」· C++ 代码 · 共 305 行
CPP
305 行
/* ************************ Copyright Terrain Experts Inc. Terrain Experts Inc (TERREX) reserves all rights to this source code unless otherwise specified in writing by the President of TERREX. This copyright may be updated in the future, in which case that version supercedes this one. ------------------- Terrex Experts Inc. 4400 East Broadway #314 Tucson, AZ 85711 info@terrex.com Tel: (520) 323-7990 ************************ */#include <stdlib.h>#include <stdio.h>/* trpage_parse.cpp This source file contains methods for the trpgr_Parser and trpgr_Token classes. trpgr_Parser is the main class. It parses the basic structure of paging archive data out of Read Buffers. You should not need to change this. If you want to parse data out of a different structure instead, look at subclassing trpgReadBuffer and replacing its virtual methods. That's what trpgMemReadBuffer is doing. This file also contains the implementation of trpgSceneParser(). That class implements a set of callbacks for handling the Pushes and Pops in an archive. You fill in the Start/EndChildren callbacks and register for the rest of the tokens that you want.*/#include <trpage_read.h>/* *************************** Paging token callback structure *************************** */trpgr_Token::trpgr_Token(){ cb = NULL; destroy = true;}trpgr_Token::~trpgr_Token(){}trpgr_Token::trpgr_Token(int in_tok,trpgr_Callback *in_cb,bool in_dest){ init(in_tok,in_cb,in_dest);}void trpgr_Token::init(int in_tok,trpgr_Callback *in_cb,bool in_dest){ Token = in_tok; cb = in_cb; destroy = in_dest;}// Destruct// Destroy our callback if appropriatevoid trpgr_Token::Destruct(){ if (cb && destroy) delete cb; cb = NULL; destroy = true;}/* *************************** Paging parser implementation. *************************** */// Constructortrpgr_Parser::trpgr_Parser(){ lastObject = NULL;}trpgr_Parser::~trpgr_Parser(){}// Validity checkbool trpgr_Parser::isValid() const{ return true;}// Add Callback// Make the given callback object current for the given token.void trpgr_Parser::AddCallback(trpgToken tok,trpgr_Callback *cb,bool in_dest){ RemoveCallback(tok); tokenMap[tok] = trpgr_Token(tok,cb,in_dest);}// Callback used as writeable wrapperclass WriteWrapper : public trpgr_Callback {public: WriteWrapper(trpgReadWriteable *in_wr) { wr = in_wr; }; void *Parse(trpgToken,trpgReadBuffer &buf) { if (wr->Read(buf)) return wr; else return NULL; }protected: trpgReadWriteable *wr;};// Add Callback (writeable)// Build a wrapper around a trpgWriteable so it can read itselfvoid trpgr_Parser::AddCallback(trpgToken tok,trpgReadWriteable *wr){ AddCallback(tok,new WriteWrapper(wr),true);}// Get the claaback associated with a token, will return 0 if noneconst trpgr_Callback *trpgr_Parser::GetCallback(trpgToken tok) const{ tok_map::const_iterator iter = tokenMap.find(tok); if(iter != tokenMap.end()) return iter->second.cb; else return 0;}trpgr_Callback *trpgr_Parser::GetCallback(trpgToken tok){ tok_map::iterator iter = tokenMap.find(tok); if(iter != tokenMap.end()) return iter->second.cb; else return 0;} // Remove Callbackvoid trpgr_Parser::RemoveCallback(trpgToken tok){ tokenMap.erase(tok);}// Set Default Callback// This gets called for all tokens we don't understandvoid trpgr_Parser::SetDefaultCallback(trpgr_Callback *cb,bool in_dest){ defCb.Destruct(); defCb.init(-1,cb,in_dest);}/* Token Is Valid Checks if something *could be* a token. Doesn't necessarily mean that it is.*/bool trpgr_Parser::TokenIsValid(trpgToken tok){ if (tok < 0) return false; return true;}/* Parse Buffer This runs through the given buffer parsing token sets until it (1) runs out of buffer or (2) fails. Note: Good place to return an exception, but keep it simple for now.*/bool trpgr_Parser::Parse(trpgReadBuffer &buf){ bool ret = true; try { while (!buf.isEmpty()) { /* We're expecting the following Token (int32) Length (int32) Data (variable) */ trpgToken tok; int32 len; if (!buf.Get(tok)) throw 1; // Push and Pop are special - no data if (tok != TRPG_PUSH && tok != TRPG_POP) { if (!buf.Get(len)) throw 1; if (!TokenIsValid(tok)) throw 1; if (len < 0) throw 1; // Limit what we're reading to the length of this buf.PushLimit(len); } // Call our token handler for this one try { const trpgr_Token *tcb = NULL; tok_map::const_iterator p = tokenMap.find(tok); if (p != tokenMap.end()) tcb = &(*p).second; if (!tcb) // No such token, call the default tcb = &defCb; // Run the callback if (tcb->cb) { void *ret = tcb->cb->Parse(tok,buf); // Note: Do something with the return value lastObject = ret; } } catch (...) { // Don't want to screw up the limit stack } // No limit to worry about with push and pop if (tok != TRPG_PUSH && tok != TRPG_POP) { buf.SkipToLimit(); buf.PopLimit(); } } } catch (...) { // Failed to parse. ret = false; } return ret;}/* **************** Scene Parser **************** */// Helper - callback for Pushclass trpgSceneHelperPush : public trpgr_Callback{public: trpgSceneHelperPush(trpgSceneParser *in_parse) { parse = in_parse; }; void *Parse(trpgToken /*tok*/,trpgReadBuffer& /*buf*/) { // Call the start children callback parse->StartChildren(parse->lastObject); parse->parents.push_back(parse->lastObject); return (void *)1; }protected: trpgSceneParser *parse;};// Helper - callback for Popclass trpgSceneHelperPop : public trpgr_Callback{public: trpgSceneHelperPop(trpgSceneParser *in_parse) { parse = in_parse; }; void *Parse(trpgToken /*tok*/,trpgReadBuffer& /*buf*/) { // Make sure we don't have an extra pop if (parse->parents.size() == 0) // Note: let someone know about the extra pop return NULL; // Call the end children callback int len = parse->parents.size(); parse->EndChildren(parse->parents[len-1]); parse->parents.resize(len-1); return (void *)1; }protected: trpgSceneParser *parse;};// Helper - default callback// Puts a 1 on the parent stack// Note: Need to use this fact aboveclass trpgSceneHelperDefault : public trpgr_Callback{public: trpgSceneHelperDefault(trpgSceneParser *in_parse) { parse = in_parse; } void *Parse(trpgToken /*tok*/,trpgReadBuffer& /*buf*/) { // Absorb it quietly return (void *)1; }protected: trpgSceneParser *parse;};trpgSceneParser::trpgSceneParser(){ // Register for Push and Pop AddCallback(TRPG_PUSH,new trpgSceneHelperPush(this)); AddCallback(TRPG_POP,new trpgSceneHelperPop(this)); // Register for default SetDefaultCallback(new trpgSceneHelperDefault(this));}trpgSceneParser::~trpgSceneParser(){}
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