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Some great libraries

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PumpkinPieman

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You know, up until around 2 months ago I was using small libraries to do specific things. Like to create a sound model I used DirectSound, and Vorbis OGG. Now I see how much of a waste of time that was, why bother trying to reinvent the wheel when everyone gives you free better ones. I've created a new model for the engine, this time I'm using a plenty of good libraries (FreeImage, FMOD, TinyXML, PhysFS, and FlatLand). This should lay a good foundation for Hollow Halls, at least one that will allow quicker turn around time. I should talk about the game, but for now I'm going to keep quiet.

Now, this week I started working with TinyXML. I've never touched XML up until now, and I'm starting to grow attached to it. Now, the only real use I see for it at this stage in the game is to use it to define resources. Currently I am using it for storing stories, questions, answers, texture, font, sound, and sprite lists. The only real problem I see with the format is its "all out in the open" model, so this would mean that I would have to have a list of texture names that I would have to properly link with the XML file. Argh.

Anyhow, here is an interface that I wrote to extend the functionality of TinyXML handles. My original intention was to scrap the .Child idea, but I ended up tacking a few other features on.


//typedef TiXmlHandle XMLHANDLE;
typedef TiXmlElement XMLELEMENT;
typedef TiXmlDocument XMLDOCUMENT;

// designed to extend the functionality of TinyXML Handle
class XMLHANDLE
{
public:
TiXmlHandle handle;

XMLHANDLE( TiXmlNode* node ): handle(node) {};
XMLHANDLE( const XMLHANDLE& ref ): handle(ref.handle){};
XMLHANDLE( const TiXmlHandle& ref):handle(ref){};
void operator=( const XMLHANDLE& ref ){ this->handle = ref.handle; };
void operator=( const TiXmlHandle& ref ){ this->handle = ref; };

inline XMLHANDLE FirstChild() const { return handle.FirstChild(); };
inline XMLHANDLE FirstChild( const char * value ) const { return handle.FirstChild(value); };
inline XMLHANDLE FirstChildElement() const { return handle.FirstChildElement(); };
inline XMLHANDLE FirstChildElement( const char * value ) const { return handle.FirstChildElement(value); };
inline XMLHANDLE Child( const char* value, int index ) const { return handle.Child(value, index); };
inline XMLHANDLE Child( int index ) const { return handle.Child(index); };
inline XMLHANDLE ChildElement( const char* value, int index ) const { return handle.ChildElement(value, index); };
inline XMLHANDLE ChildElement( int index ) const { return handle.ChildElement(index); };
inline TiXmlNode* Node() const { return handle.Node(); };
inline TiXmlElement* Element() const { return handle.Element(); };
inline TiXmlText* Text() const { return handle.Text(); };
inline TiXmlUnknown* Unknown() const { return handle.Unknown(); };

inline XMLHANDLE operator[](const char* value){ return handle.Child(value, 0); };
inline XMLHANDLE operator[](int index){ return handle.Child(index); };

inline void operator++(){
if(handle.Node() == NULL)
handle = NULL;
else handle = handle.Node()->NextSibling();
};

inline bool operator==(bool& ref){
return (handle.Node()!= NULL) == ref;
};
};



Anyhow, I've been spreading this post in little bits over the last 2 hours. I've lost what I was originally going to talk about.

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