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GDevelop/Extensions/TileMapObject/IDE/TMXImport/tmx-parser/TmxTerrain.cpp
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//-----------------------------------------------------------------------------
// TmxTerrain.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 "TmxTerrain.h"
namespace Tmx
{
Terrain::Terrain() :
name(), tileID(), properties()
{
}
Terrain::~Terrain()
{
}
void Terrain::Parse(const tinyxml2::XMLNode *terrainNode)
{
const tinyxml2::XMLElement *terrainElem = terrainNode->ToElement();
// Parse the attributes.
name = std::string(terrainElem->Attribute("name"));
tileID = terrainElem->IntAttribute("tile");
// Parse the properties if any.
const tinyxml2::XMLNode *propertiesNode = terrainNode->FirstChildElement(
"properties");
if (propertiesNode)
{
properties.Parse(propertiesNode);
}
}
}