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engines/tetraedge/game/scene_lights_xml_parser.h
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162
engines/tetraedge/game/scene_lights_xml_parser.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TETRAEDGE_GAME_SCENE_LIGHTS_XML_PARSER_H
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#define TETRAEDGE_GAME_SCENE_LIGHTS_XML_PARSER_H
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#include "common/formats/xmlparser.h"
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#include "tetraedge/te/te_light.h"
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#include "tetraedge/te/te_vector3f32.h"
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#include "tetraedge/te/te_xml_parser.h"
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namespace Tetraedge {
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class SceneLightsXmlParser : public TeXmlParser {
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public:
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SceneLightsXmlParser(Common::Array<Common::SharedPtr<TeLight>> *lights) :
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_lights(lights), _shadowLightNo(-1), _shadowFarPlane(0),
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_shadowNearPlane(0), _shadowFov(0), _parent(ParentNone) {}
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TeColor getShadowColor() { return _shadowColor; }
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int getShadowLightNo() { return _shadowLightNo; }
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float getShadowFarPlane() { return _shadowFarPlane; }
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float getShadowNearPlane() { return _shadowNearPlane; }
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float getShadowFov() { return _shadowFov; }
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// Parser
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CUSTOM_XML_PARSER(SceneLightsXmlParser) {
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XML_KEY(Global)
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XML_KEY(Ambient)
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XML_PROP(r, true)
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XML_PROP(g, true)
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XML_PROP(b, true)
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KEY_END()
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KEY_END()
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XML_KEY(Lights)
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XML_KEY(Light)
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XML_PROP(Type, true)
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XML_KEY(Position)
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XML_PROP(x, true)
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XML_PROP(y, true)
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XML_PROP(z, true)
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KEY_END()
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XML_KEY(Direction)
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XML_PROP(h, true)
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XML_PROP(v, true)
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KEY_END()
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XML_KEY(Ambient)
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XML_PROP(r, true)
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XML_PROP(g, true)
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XML_PROP(b, true)
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KEY_END()
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XML_KEY(Diffuse)
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XML_PROP(r, true)
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XML_PROP(g, true)
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XML_PROP(b, true)
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KEY_END()
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XML_KEY(Specular)
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XML_PROP(r, true)
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XML_PROP(g, true)
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XML_PROP(b, true)
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KEY_END()
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XML_KEY(Attenuation)
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XML_PROP(constant, true)
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XML_PROP(linear, true)
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XML_PROP(quadratic, true)
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KEY_END()
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XML_KEY(Cutoff)
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XML_PROP(value, true)
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KEY_END()
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XML_KEY(Exponent)
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XML_PROP(value, true)
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KEY_END()
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XML_KEY(DisplaySize)
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XML_PROP(value, true)
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KEY_END()
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KEY_END()
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KEY_END()
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XML_KEY(Shadow)
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XML_KEY(SourceLight)
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XML_PROP(number, true)
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KEY_END()
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XML_KEY(Fov)
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XML_PROP(value, true)
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KEY_END()
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XML_KEY(NearPlane)
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XML_PROP(value, true)
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KEY_END()
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XML_KEY(FarPlane)
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XML_PROP(value, true)
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KEY_END()
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XML_KEY(Color)
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XML_PROP(r, true)
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XML_PROP(g, true)
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XML_PROP(b, true)
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XML_PROP(a, true)
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KEY_END()
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KEY_END()
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} PARSER_END()
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private:
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Common::Array<Common::SharedPtr<TeLight>> *_lights;
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enum ParentNodeType {
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ParentNone,
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ParentGlobal,
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ParentLight,
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ParentShadow
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};
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TeColor _shadowColor;
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int _shadowLightNo;
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float _shadowFarPlane;
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float _shadowNearPlane;
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float _shadowFov;
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ParentNodeType _parent;
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// Parser callback methods
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bool parserCallback_Global(ParserNode *node);
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bool parserCallback_Ambient(ParserNode *node);
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bool parserCallback_Lights(ParserNode *node);
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bool parserCallback_Light(ParserNode *node);
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bool parserCallback_Position(ParserNode *node);
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bool parserCallback_Direction(ParserNode *node);
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//bool parserCallback_Ambient(ParserNode *node);
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bool parserCallback_Diffuse(ParserNode *node);
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bool parserCallback_Specular(ParserNode *node);
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bool parserCallback_Attenuation(ParserNode *node);
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bool parserCallback_Cutoff(ParserNode *node);
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bool parserCallback_Exponent(ParserNode *node);
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bool parserCallback_DisplaySize(ParserNode *node);
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bool parserCallback_Shadow(ParserNode *node);
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bool parserCallback_SourceLight(ParserNode *node);
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bool parserCallback_Fov(ParserNode *node);
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bool parserCallback_NearPlane(ParserNode *node);
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bool parserCallback_FarPlane(ParserNode *node);
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bool parserCallback_Color(ParserNode *node);
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};
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} // end namespace Tetraedge
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#endif // TETRAEDGE_GAME_SCENE_LIGHTS_XML_PARSER_H
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