git mv Code\Sandbox\Editor Code/Editor
Signed-off-by: Esteban Papp <81431996+amznestebanpapp@users.noreply.github.com>
This commit is contained in:
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/*
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* Copyright (c) Contributors to the Open 3D Engine Project
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#ifndef CRYINCLUDE_EDITOR_DOCMULTIARCHIVE_H
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#define CRYINCLUDE_EDITOR_DOCMULTIARCHIVE_H
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#pragma once
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#include "Util/XmlArchive.h"
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// Segmented World need XML Archive of editor level being split into multiple Archives
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// Because multiArchive is a super set of single archive, Doc can always use it, with or without SW Level
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// so some of the interface functions was written as always using MultiArchive
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// However, to decouple other sandbox interfaces with SW stuff(prevent important header files from being polluted),
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// it's better put it here as a generic implement and be included in both sides
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// the current available slots for MultiArchive
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// used by segmented world code through enum mapping (to EWDBType)
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enum EDocMultiArchiveSlot
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{
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DMAS_GENERAL = 0,
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DMAS_TERRAIN_LAYERS,
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DMAS_VEGETATION,
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DMAS_TIME_OF_DAY,
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DMAS_ENVIRONMENT,
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DMAS_GENERAL_NAMED_DATA,
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DMAS_USER, // Per user data,
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DMAS_COUNT,
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};
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typedef CXmlArchive* TDocMultiArchive [DMAS_COUNT];
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inline void FillXmlArArray(TDocMultiArchive& arrXmlAr, CXmlArchive* pXmlAr)
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{
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for (int i = 0; i < DMAS_COUNT; i++)
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{
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arrXmlAr[i] = pXmlAr;
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}
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}
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inline bool IsLoadingXmlArArray(TDocMultiArchive& arrXmlAr)
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{
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bool bLoading = false;
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for (int i = 0; i < DMAS_COUNT; i++)
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{
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if (arrXmlAr[i])
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{
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bLoading = arrXmlAr[i]->bLoading;
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break;
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}
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}
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return bLoading;
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}
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#endif // CRYINCLUDE_EDITOR_DOCMULTIARCHIVE_H
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