I'm using XML to store my level files for a game engine that I'm working on. I recently added entity parenting, where each entity has a vector of pointers to it's children, as well as a pointer to it's parent. Each entity has a method that takes a pointer to add a parent, which also adds it to the parent's vector of children. There is also a method that adds a child, which does the same thing but in reverse. Problem: I have no idea how to load entities with children from the XML. Here's what I want a typical scene file to look like (I already have code to load entities and their components, I'm just not sure how to load parenting)
<scene>
<entity name="Parent Entity">
<transform posx="500" posy="100" scalex="1" scaley="1" rotation="0"/>
<sprite image="Assets/Sprites/Avatar2.png"/>
<entity name="Child Entity">
<transform posx="0" posy="0" scalex="1" scaley="1" rotation="0"/>
<sprite image="crimson-logo.png"/>
</entity>
</entity>
</scene>
So essentially what I need to do is loop over all the entities and create them using my entity manager's createEntity
method (which returns a pointer to the new entity), check if they have children in the XML, and then if they do then call the parent entity's addChild
method with a pointer to the child, or the current entity's addParent
method with a pointer to the parent entity. I'm guessing I need to use a recursive function, but how would I write such a function?
This is a classical type of task where you use recursion. Recursion can be tricky as it is, but especially so when dealing with tinyxml - not the friendliest API.
find
HelperLet's make it friendlier. At all levels we will want to visit all "entity" elements. Let's make a handy helper to use TinyXML to get those:
auto find(TiXmlElement const* node, char const* name) {
std::vector<TiXmlElement const*> found;
for (
auto el = node->FirstChildElement(name);
el;
el = el->NextSiblingElement(name)
)
{
found.push_back(el);
}
return found;
}
So far so good, now we can more easily query nodes with a certain name.
Let's forget about that helper for a second, and assume we already have an "entity" node selected. Now we want to parse it into an Entity (name, sprite, etc.) and return a newly created entity:
Entity* parse_entity(TiXmlElement const* node) {
Entity* entity = g_manager.createEntity(node->Attribute("name"));
// todo transforms, sprite info etc.
return entity;
}
That sounds like the complicated part. But really, using our find
helper from above, all we need is this:
void parse_sub_entities(TiXmlElement const* node, Entity* parent = nullptr) {
for (auto el : find(node, "entity")) {
auto entity = parse_entity(el);
if (parent && entity) {
entity->addParent(parent);
parent->addChild(entity);
}
parse_sub_entities(el, entity);
}
}
All child nodes are parsed using parse_entity
from Step #2, and only if we had a parent node we add the relationships.
To finish it all up, we recurse into child entities, this time passing the current entity as the parent.
**Not Live On Coliru**¹
#include <tinyxml.h>
#include <vector>
#include <list>
#include <iostream>
#include <iomanip>
namespace { // helper functions for XML searching
auto find(TiXmlElement const* node, char const* name) {
std::vector<TiXmlElement const*> found;
for (
auto el = node->FirstChildElement(name);
el;
el = el->NextSiblingElement(name)
)
{
found.push_back(el);
}
return found;
}
}
auto scene = R"(<scene>
<entity name="Parent Entity">
<transform posx="500" posy="100" scalex="1" scaley="1" rotation="0"/>
<sprite image="Assets/Sprites/Avatar2.png"/>
<entity name="Child Entity">
<transform posx="0" posy="0" scalex="1" scaley="1" rotation="0"/>
<sprite image="crimson-logo.png"/>
</entity>
</entity>
</scene>)";
struct Entity {
std::string _name;
Entity* _parent = nullptr;
std::vector<Entity*> _children;
explicit Entity(std::string name = "unnamed") : _name(std::move(name)) {}
void addChild(Entity* e) { _children.push_back(e); }
void addParent(Entity* e) {
assert(!_parent || _parent == e);
_parent = e;
}
};
struct Mgr {
std::list<Entity> _entities;
Entity* createEntity(std::string name) {
return &_entities.emplace_back(name);
};
} g_manager;
Entity* parse_entity(TiXmlElement const* node) {
Entity* entity = g_manager.createEntity(node->Attribute("name"));
// todo transforms, sprite info etc.
return entity;
}
void parse_sub_entities(TiXmlElement const* node, Entity* parent = nullptr) {
for (auto el : find(node, "entity")) {
auto entity = parse_entity(el);
if (parent && entity) {
entity->addParent(parent);
parent->addChild(entity);
}
parse_sub_entities(el, entity);
}
}
int main() {
TiXmlDocument doc;
doc.Parse(scene);
parse_sub_entities(doc.RootElement());
std::cout << "Manager has " << g_manager._entities.size() << " entities\n";
for (auto& e: g_manager._entities) {
std::cout << "==== Entity: " << std::quoted(e._name) << "\n";
if (e._parent)
std::cout << " - has parent " << std::quoted(e._parent->_name) << "\n";
for (auto child : e._children)
std::cout << " - has child " << std::quoted(child->_name) << "\n";
}
}
Prints:
Manager has 2 entities
==== Entity: "Parent Entity"
- has child "Child Entity"
==== Entity: "Child Entity"
- has parent "Parent Entity"
¹ no tinyxml installed on any online compiler I know