/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_CRYAISYSTEM_SELECTIONTREE_SELECTIONTRANSLATOR_H #define CRYINCLUDE_CRYAISYSTEM_SELECTIONTREE_SELECTIONTRANSLATOR_H #pragma once /* A Leaf node name translator. Any leafs with a matching name will be translated. It supports disambiguation, if needed, with parent-qualified leaf names with : as separator. Example: Root:Combat:Shoot */ #include "BlockyXml.h" #include "SelectionTree.h" class SelectionTree; class SelectionTranslator { public: bool LoadFromXML(const BlockyXmlBlocks::Ptr& blocks, const SelectionTree& selectionTree, const XmlNodeRef& rootNode, const char* scopeName, const char* fileName); const char* GetTranslation(const SelectionNodeID& nodeID) const; private: struct QualifiedTranslation { std::vector ancestors; string target; }; typedef std::map Translations; Translations m_translations; }; #endif // CRYINCLUDE_CRYAISYSTEM_SELECTIONTREE_SELECTIONTRANSLATOR_H