tiled_code_gen_0.1.0_c4ef09ee/src/tcg-object_groups.adb

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
------------------------------------------------------------------------------
--                                                                          --
--                             tiled-code-gen                               --
--                                                                          --
--                    Copyright (C) 2018 Fabien Chouteau                    --
--                                                                          --
--                                                                          --
--  Redistribution and use in source and binary forms, with or without      --
--  modification, are permitted provided that the following conditions are  --
--  met:                                                                    --
--     1. Redistributions of source code must retain the above copyright    --
--        notice, this list of conditions and the following disclaimer.     --
--     2. 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.                                                     --
--     3. Neither the name of the copyright holder nor the names of its     --
--        contributors may be used to endorse or promote products derived   --
--        from this software without specific prior written permission.     --
--                                                                          --
--   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 THE COPYRIGHT   --
--   HOLDER OR CONTRIBUTORS 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.   --
--                                                                          --
------------------------------------------------------------------------------

with DOM.Core;          use DOM.Core;
with DOM.Core.Nodes;    use DOM.Core.Nodes;
with DOM.Core.Elements; use DOM.Core.Elements;

with TCG.Utils; use TCG.Utils;
with Ada.Strings.Fixed;
with Interfaces; use Interfaces;

package body TCG.Object_Groups is

   function To_Float (Str : String) return Float;
   function To_Point (Str : String) return Point;
   function To_Polygon (Str    : String)
                        return not null Polygon_Access;
   function Load (N : Node) return Object;

   --------------
   -- To_Float --
   --------------

   function To_Float (Str : String) return Float
   is (Float'Value (Str));

   --------------
   -- To_Point --
   --------------

   function To_Point (Str : String) return Point is
      Index : constant Natural := Ada.Strings.Fixed.Index (Str, ",");
   begin
      return (To_Float (Str (Str'First .. Index - 1)),
              To_Float (Str (Index + 1 .. Str'Last)));
   end To_Point;

   ----------------
   -- To_Polygon --
   ----------------

   function To_Polygon (Str    : String)
                        return not null Polygon_Access
   is
      Number_Of_Points : constant Natural :=
        Ada.Strings.Fixed.Count (Str, " ") + 1;

      Ret : constant not null Polygon_Access
        := new Polygon (1 .. Number_Of_Points);

      Index : Natural;
      Last_Index : Natural := Str'First;
   begin

      for Pt of Ret.all loop
         Index := Ada.Strings.Fixed.Index (Str (Last_Index .. Str'Last), " ");

         if Index = 0 then
            --  Last point in the list
            Pt := To_Point (Str (Last_Index .. Str'Last));
         else
            Pt := To_Point (Str (Last_Index .. Index - 1));
         end if;
         Last_Index := Index + 1;
      end loop;

      return Ret;
   end To_Polygon;

   ----------
   -- Load --
   ----------

   function Load (N : Node) return Object is
      Id              : Natural;
      X               : constant Float := Item_As_Float (N, "x");
      Y               : constant Float := Item_As_Float (N, "y");
      Has_Width       : constant Boolean := Item_Exists (N, "width");
      Has_Height      : constant Boolean := Item_Exists (N, "height");
      Has_GID         : constant Boolean := Item_Exists (N, "gid");
      Is_Ellipse      : Boolean;
      Is_Point        : Boolean;
      Str             : String_Access := null;
      Name            : String_Access := null;
      Height, Width   : Float := 0.0;
      GID             : Unsigned_32 := 0;
      List            : Node_List;
      Kind            : Object_Kind;
      Flip_Vertical   : Boolean := False;
      Flip_Horizontal : Boolean := False;
      Poly            : Polygon_Access;
   begin
      if Item_Exists (N, "id") then
         Id := Item_As_Natural (N, "id");
      else
         --  When there is not ID it means that there is only one object
         Id := 0;
      end if;

      if Has_Width then
         Width := Item_As_Float (N, "width");
      end if;

      if Has_Height then
         Height := Item_As_Float (N, "height");
      end if;

      if Has_GID then
         GID := Item_As_UInt32 (N, "gid");

         Flip_Vertical := (GID and 16#4000_0000#) /= 0;
         Flip_Horizontal := (GID and 16#8000_0000#) /= 0;

         GID := GID and 16#3FFF_FFFF#;
      end if;

      if Item_Exists (N, "name") then
         Name := new String'(Item_As_String (N, "name"));
      end if;

      List := Get_Elements_By_Tag_Name (N, "text");
      if Length (List) = 1 then
         Str := new String'(Node_Value (First_Child (Item (List, 0))));
      end if;
      Free (List);

      List := Get_Elements_By_Tag_Name (N, "polygon");
      if Length (List) = 1 then
         Poly := To_Polygon (Item_As_String (Item (List, 0), "points"));
      end if;
      Free (List);

      List := Get_Elements_By_Tag_Name (N, "ellipse");
      if Length (List) > 0 then
         Is_Ellipse := True;
      end if;
      Free (List);

      List := Get_Elements_By_Tag_Name (N, "point");
      if Length (List) > 0 then
         Is_Point := True;
      end if;
      Free (List);

      if Poly /= null then
         Kind := Polygon_Obj;
      elsif Is_Ellipse then
         Kind := Ellipse_Obj;
      elsif Is_Point then
         Kind := Point_Obj;
      elsif Str /= null then
         Kind := Text_Obj;
      elsif Has_GID then
         Kind := Tile_Obj;
      else
         Kind := Rectangle_Obj;
      end if;

      return (Kind            => Kind,
              Name            => Name,
              Id              => Id,
              Pt              => (X, Y),
              Width           => Width,
              Height          => Height,
              Points          => Poly,
              Str             => Str,
              Flip_Vertical   => Flip_Vertical,
              Flip_Horizontal => Flip_Horizontal,
              Tile_Id         => Tilesets.Map_Tile_Id (GID));
   end Load;

   ----------
   -- Load --
   ----------

   function Load (Root : DOM.Core.Node) return Object_Group is
      Id    : Natural;
      Name  : constant String := Item_As_String (Root, "name");
      List  : Node_List;
      N     : Node;
      Group : constant Object_Group := new Group_Data;
   begin
      if Item_Exists (Root, "id") then
         Id := Item_As_Natural (Root, "id");
      else
         --  When there is not ID it means that there is only one group
         Id := 0;
      end if;

      Group.Id := Object_Group_Id (Id);
      Group.Name := new String'(Name);

      List := Get_Elements_By_Tag_Name (Root, "object");
      for Index in 1 .. Length (List) loop
         N := Item (List, Index - 1);
         Group.Objects.Append (Load (N));
      end loop;
      Free (List);
      return Group;
   end Load;

   ----------
   -- Name --
   ----------

   function Name
     (This : Object_Group)
      return String
   is (This.Name.all);

   --------
   -- Id --
   --------

   function Id
     (This : Object_Group)
      return Object_Group_Id
   is (This.Id);

   ------------
   -- Length --
   ------------

   function Length (This : Object_Group) return Natural
   is (Natural (This.Objects.Length));

   -----------------
   -- First_Index --
   -----------------

   function First_Index (This : Object_Group) return Natural
   is (This.Objects.First_Index);

   ----------------
   -- Last_Index --
   ----------------

   function Last_Index (This : Object_Group) return Natural
   is (This.Objects.Last_Index);

   ----------------
   -- Get_Object --
   ----------------

   function Get_Object (This  : Object_Group;
                        Index : Natural)
                        return Object
   is (This.Objects.Element (Index));

end TCG.Object_Groups;