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 Post subject: XML
PostPosted: Sun Jan 11, 2009 1:24 pm 
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Joined: Mon Jan 28, 2008 9:44 pm
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Location: France
I've written a small (70kb of source code) XML parser, suited for the needs of the engine.
Why not using TinyXML anymore ? Well, I really liked TinyXML's simplicity, but I needed a validator.
I've looked at standard validation formats (DTD and XLS) but I didn't like the syntax and the apparent complexity.
So I decided to write my own parser and validator, and it was quite fun :) I think this is a good exercise for learning C++ and string manipulation (which is sooooooo easy with s_str, by the way).

This XML lib is not meant for every usage : it is tailored for games.
For example, I have absolutely no need for this :
Code:
<?xml version="1.0" encoding="ISO-8859-1"?>

So the parser wont read it (actually, this line will throw an error and the file will not be parsed).

As stated above, I'll make heavy use of validation. Here is a sample validation file (*.def, but can be anything you like) :
Code:
<--------------------->
<-- PRE-DEFINITIONS -->
<--------------------->

<d:Frame name inherits="" b:virtual="false" b:setAllPoints="false" b:hidden="false" n:alpha="1.0" parent="" b:toplevel="false" b:movable="false" b:resizable="false" frameStrata="PARENT" b:enableMouse="false" b:enableKeyboard="false">

    <n[.,1]:Size>
        <n[*]:AbsDimension n:x n:y/>
        <n[*]:RelDimension n:x="1.0" n:y="1.0"/>
    </Size>
   
    <n[.,1]:Anchors>
        <Anchor point="TOPLEFT" relativeTo="" relativePoint="TOPLEFT">
            <n[.,1]:Offset>
                <n[*]:AbsDimension n:x="0" n:y="0"/>
                <n[*]:RelDimension n:x="0.0" n:y="0.0"/>
            </Offset>
        </Anchor>
    </Anchors>
   
    <n[.,1]:HitRectInsets>
        <n[*]:AbsInset n:left="0" n:right="0" n:top="0" n:bottom="0"/>
        <n[*]:RelInset n:left="0.0" n:right="0.0" n:top="0.0" n:bottom="0.0"/>
    </HitRectInsets>
   
    <n[.,1]:Frames>
        <l:Frame/>
    </Frames>
   
    <n[.,1]:Scripts>
        <n[.,1]:OnDragStart/>
        <n[.,1]:OnDragStop/>
        <n[.,1]:OnEnter/>
        <n[.,1]:OnEvent/>
    </Scripts>
   
</Frame>

<d[Frame]:Button>
</Button>

<-------------------->
<-- FILE STRUCTURE -->
<-------------------->

<Ui>

    <-------------->
    <-- Includes -->
    <-------------->

    <-- Include : Parses another XML file -->
    <Include file/>
    <-- Script : Parses a Lua file -->   
    <Script file/>
   
    <------------->
    <-- Objects -->
    <------------->
   
    <l:Frame/>
   
</Ui>

(the original file is much bigger, but I've extracted the essential)

Here is the documentation :
  • A block preceded by :
    • "d:" indicates definition of the pre-defined block.
    • "d[X]:" indicates this block inherits from "X" (it takes X's attributes and sub-block, and can add new ones).
    • "l:" indicates loading a pre-defined block.
    • "n[a,b]:" can only be present "b" times at most, and "a" times at least. If b=".", there is no upper limit, and if a=".", the block can be omitted.
    • "n[STAR]:" indicates a radio block : it can only be present if none of the other radio blocks on the same level are.
    • default : "n[.,.]:", no constraint
  • An attribute preceded by :
    • "s" will be typed as a string.
    • "n" will be typed as a number.
    • "b" will be typed as a boolean.
    • "nothing" will be typed as a string by default (string can contain everything)
  • An attribute followed by "=" and a value can be omitted and will take this value if omitted, just like C++ function parameters.

This file contain two parts :
  • Predefinitions :
    These are XML blocks at root level, and whose names are preceded by "d:" or "d[X]:".
    This is only a definition : just like a function you define in C++ won't be called unless you explicitly call it, you'll have to "invoke" (load) these pre-defined blocks in the file structure for them to be used.
    Note that you can also load pre-defined blocks inside other pre-defined blocks (see pre-definition of "Frame:Frames" for example : it contains a reference to "Frame", which is being declared).
  • File structure :
    The file structure tells the parser what kind of blocks it can expect in an XML file.
    It contains only one main block (here : "Ui"), and this main block can contain as many children (sub-blocks) as you want. You can also load pre-defined blocks using "l:".

So, in short, here is what this parser supports :
  • Unlimited number of children/attributes.
  • Smart comments : a block that starts with "<!" will be ignored (and all of its content too).
  • Smart comments : a block that starts with "<--" and ending by "-->" is a multi-line comment.
  • Basic content validation :
    • Inheritance.
    • Optional attributes (with default values).
    • Precise control over how many times a block can be present.
  • Attributes must be stored as strings, but can be typed as string, number or boolean.
  • Detailed errors/warnings with file+line+block reference.
  • Conditional parsing "<#[SOME_CONDITION]> ... </#>" : the content of this block will only be parsed if "SOME_CONDITION" is passed to the parser.
... and what it's not planned to support :
  • Non string based attributes.
  • Strongly typed attributes (for example : enums). These should be handled by the program, and not by the lib.
  • Multiple inheritance. You can make an inheritance chain ("Unit -> Creature -> Boss" for example), but a single Block can't inherit two or more other ones at once.

_________________
- Kal.


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