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+/****************************************************************************
+**
+** Copyright (C) 1993-2009 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#pragma once
+
+//==============================================================================
+// Includes
+//==============================================================================
+#include "foundation/StringTable.h"
+#include <EASTL/string.h>
+
+namespace qt3ds {
+namespace state {
+ struct SSetAttribute;
+ namespace debugger {
+ class ISceneGraphRuntimeDebugger;
+ }
+}
+}
+
+namespace qt3ds {
+namespace render {
+ class IInputStreamFactory;
+}
+}
+
+//==============================================================================
+// Forwards
+//==============================================================================
+namespace qt3dsdm {
+class IDOMReader;
+class IStringTable;
+}
+
+//==============================================================================
+// Namespace
+//==============================================================================
+namespace Q3DStudio {
+using namespace qt3ds::foundation;
+//==============================================================================
+// Forwards
+//==============================================================================
+class IRuntimeMetaData;
+class IPresentation;
+
+struct UIPElementTypes
+{
+ enum Enum {
+ Unknown = 0,
+ Scene = 1,
+ Node,
+ Layer,
+ Component,
+ Group,
+ Behavior,
+ Model,
+ Light,
+ Camera,
+ Image,
+ Material,
+ Text,
+ Effect,
+ RenderPlugin,
+ CustomMaterial,
+ ReferencedMaterial,
+ Path,
+ PathAnchorPoint,
+ PathSubPath,
+ };
+};
+
+struct SElementAndType
+{
+ UIPElementTypes::Enum m_Type;
+ TElement *m_Element;
+ SElementAndType(UIPElementTypes::Enum inType, TElement *elem)
+ : m_Type(inType)
+ , m_Element(elem)
+ {
+ }
+};
+
+// Ensure these elements exist and if the attribute isn't empty ensure the attribute is referenced.
+struct SElementAttributeReference
+{
+ eastl::string m_Path;
+ eastl::string m_Attribute;
+ SElementAttributeReference(const eastl::string &p, const eastl::string &a)
+ : m_Path(p)
+ , m_Attribute(a)
+ {
+ }
+};
+//==============================================================================
+/**
+ * @class CUIPParser
+ * @brief Class for parsing UIP file
+ */
+
+class IUIPParser : public NVReleasable
+{
+protected:
+ virtual ~IUIPParser() {}
+public: // Parse UIP file
+ virtual BOOL Load(IPresentation &inPresentation,
+ NVConstDataRef<SElementAttributeReference> inStateReferences) = 0;
+ virtual qt3dsdm::IDOMReader &GetDOMReader() = 0;
+ virtual IRuntimeMetaData &GetMetaData() = 0;
+ // Mapping back from file id to element id, needed to hook elements up to their respective
+ // parsed
+ // counterparts.
+ virtual SElementAndType GetElementForID(const char *inStringId) = 0;
+ virtual eastl::string ResolveReference(const char *inStringId, const char *inReferance) = 0;
+ // The rendering system needs to know every sourcepath found during parse of the UIP file
+ // so that it can do things like register images as opaque/transparent as well as preload
+ // mesh files (and possibly font files).
+ virtual NVConstDataRef<eastl::string> GetSourcePaths() const = 0;
+ virtual bool isIblImage(const eastl::string &sourcepath) const = 0;
+
+ virtual QVector<QString> GetSlideSourcePaths() const = 0;
+
+ // Creation function
+ static IUIPParser &Create(const QString &inFileName, IRuntimeMetaData &inMetaData,
+ qt3ds::render::IInputStreamFactory &inStreamFactory,
+ qt3ds::foundation::IStringTable &inStrTable);
+};
+
+} // namespace Q3DStudio