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GDevelop/Extensions/TileMapObject/IDE/TMXImport/tmx-parser/TmxTerrainArray.cpp
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//-----------------------------------------------------------------------------
// 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 <cstdlib>
#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");
}
}
}