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occt/src/VrmlData/VrmlData_WorldInfo.cxx
abv d5f74e42d6 0024624: Lost word in license statement in source files
License statement text corrected; compiler warnings caused by Bison 2.41 disabled for MSVC; a few other compiler warnings on 54-bit Windows eliminated by appropriate type cast
Wrong license statements corrected in several files.
Copyright and license statements added in XSD and GLSL files.
Copyright year updated in some files.
Obsolete documentation files removed from DrawResources.
2014-02-20 16:15:17 +04:00

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6.1 KiB
C++

// Created on: 2007-08-01
// Created by: Alexander GRIGORIEV
// Copyright (c) 2007-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#include <VrmlData_WorldInfo.hxx>
#include <VrmlData_Scene.hxx>
#include <VrmlData_InBuffer.hxx>
#ifdef WNT
#define _CRT_SECURE_NO_DEPRECATE
#pragma warning (disable:4996)
#endif
IMPLEMENT_STANDARD_HANDLE (VrmlData_WorldInfo, VrmlData_Node)
IMPLEMENT_STANDARD_RTTIEXT (VrmlData_WorldInfo, VrmlData_Node)
//=======================================================================
//function : VrmlData_WorldInfo::VrmlData_WorldInfo
//purpose : Constructor
//=======================================================================
VrmlData_WorldInfo::VrmlData_WorldInfo (const VrmlData_Scene& theScene,
const char * theName,
const char * theTitle)
: VrmlData_Node (theScene, theName),
myInfo (theScene.Allocator())
{
SetTitle (theTitle);
}
//=======================================================================
//function : SetTitle
//purpose : Set or modify the title.
//=======================================================================
void VrmlData_WorldInfo::SetTitle (const char * theString)
{
if (theString == 0L)
myTitle = 0L;
else {
const size_t len = strlen (theString) + 1;
if (len == 1)
myTitle = 0L;
else {
myTitle = static_cast <const char *>(Scene().Allocator()->Allocate(len));
memcpy (const_cast<char *> (myTitle), theString, len);
}
}
}
//=======================================================================
//function : AddInfo
//purpose : Add a string to the list of info strings.
//=======================================================================
void VrmlData_WorldInfo::AddInfo (const char * theString)
{
if (theString != 0L)
if (* theString != '\0') {
const size_t len = strlen (theString) + 1;
char * aStr = static_cast <char *>(Scene().Allocator()->Allocate(len));
memcpy (aStr, theString, len);
myInfo.Append (aStr);
}
}
//=======================================================================
//function : Clone
//purpose : Create a copy of this node
//=======================================================================
Handle(VrmlData_Node) VrmlData_WorldInfo::Clone
(const Handle(VrmlData_Node)& theOther) const
{
Handle(VrmlData_WorldInfo) aResult =
Handle(VrmlData_WorldInfo)::DownCast (VrmlData_Node::Clone(theOther));
if (aResult.IsNull())
aResult =
new VrmlData_WorldInfo (theOther.IsNull() ? Scene() : theOther->Scene(),
Name());
if (&aResult->Scene() == &Scene()) {
aResult->myTitle = myTitle;
aResult->myInfo = myInfo;
} else {
aResult->SetTitle (myTitle);
NCollection_List <const char *>::Iterator anIter (myInfo);
for (; anIter.More(); anIter.Next())
aResult->AddInfo (anIter.Value());
}
return aResult;
}
//=======================================================================
//function : Read
//purpose : Read the Node from input stream.
//=======================================================================
VrmlData_ErrorStatus VrmlData_WorldInfo::Read (VrmlData_InBuffer& theBuffer)
{
VrmlData_ErrorStatus aStatus;
while (OK(aStatus, VrmlData_Scene::ReadLine(theBuffer))) {
if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "title")) {
TCollection_AsciiString aTitleString;
if (OK (aStatus, ReadString (theBuffer, aTitleString)))
SetTitle (aTitleString.ToCString());
} else if (VRMLDATA_LCOMPARE (theBuffer.LinePtr, "info")) {
NCollection_List<TCollection_AsciiString> lstInfo;
if (OK (aStatus, ReadMultiString (theBuffer, lstInfo))) {
NCollection_List<TCollection_AsciiString>::Iterator anIter (lstInfo);
for (; anIter.More(); anIter.Next())
AddInfo (anIter.Value().ToCString());
}
} else
break;
}
// Read the terminating (closing) brace
if (OK(aStatus))
aStatus = readBrace (theBuffer);
return aStatus;
}
//=======================================================================
//function : Write
//purpose : Write the Node to the Scene output.
//=======================================================================
VrmlData_ErrorStatus VrmlData_WorldInfo::Write (const char * thePrefix) const
{
VrmlData_ErrorStatus aStatus (VrmlData_StatusOK);
const VrmlData_Scene& aScene = Scene();
static char header[] = "WorldInfo {";
if (aScene.IsDummyWrite() == Standard_False &&
OK (aStatus, aScene.WriteLine (thePrefix, header, GlobalIndent())))
{
char buf[4096];
if (myTitle) {
Sprintf (buf, "title \"%s\"", myTitle);
aStatus = aScene.WriteLine (buf);
}
if (myInfo.IsEmpty() == Standard_False && OK(aStatus)) {
if (OK (aStatus, aScene.WriteLine ("info [", 0L, GlobalIndent()))) {
NCollection_List<const char *>::Iterator anIter (myInfo);
while (anIter.More()) {
Sprintf (buf, "\"%s\"", anIter.Value());
anIter.Next();
if (anIter.More())
aStatus = aScene.WriteLine (buf, ",");
else
aStatus = aScene.WriteLine (buf);
}
}
aStatus = aScene.WriteLine ("]", 0L, -GlobalIndent());
}
aStatus = WriteClosing();
}
return aStatus;
}
//=======================================================================
//function : IsDefault
//purpose :
//=======================================================================
Standard_Boolean VrmlData_WorldInfo::IsDefault() const
{
return (myTitle == 0L && myInfo.IsEmpty());
}