//----------------------------------------------------------------------------- // TmxTerrainArray.cpp // // Copyright (c) 2010-2014, Tamir Atias // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND // ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED // WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE // DISCLAIMED. IN NO EVENT SHALL TAMIR ATIAS BE LIABLE FOR ANY // DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES // (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; // LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND // ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS // SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Author: Tamir Atias //----------------------------------------------------------------------------- #include "tinyxml2.h" #include #include "TmxTerrainArray.h" #include "TmxTerrain.h" using std::string; using std::map; namespace Tmx { TerrainArray::TerrainArray() {} TerrainArray::~TerrainArray() { } void TerrainArray::Parse(std::vector< Tmx::Terrain* > *terrainTypes, const tinyxml2::XMLNode *terrainArrayNode) { // Iterate through all of the terrain nodes. const tinyxml2::XMLNode *terrainNode = terrainArrayNode->FirstChildElement("terrain"); while (terrainNode) { // Read the attributes of the terrain and add it the terrainTypes vector. Terrain *terrainType = new Terrain(); terrainType->Parse(terrainNode); terrainTypes->push_back(terrainType); terrainNode = terrainNode->NextSiblingElement("terrain"); } } }