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area51
Posts: 338
Joined: Thu Mar 18, 2004 10:20 pm
Location: UK
Contact:

Post by area51 »

I havn't modified it to be compatible with Irrlicht 1.3 yet. You can try it out with Irrlicht 1.2 if you like.
________
IOLITE VAPORIZER
Last edited by area51 on Fri Feb 25, 2011 12:11 am, edited 1 time in total.
abraham
Posts: 30
Joined: Wed Jul 19, 2006 8:56 am

Post by abraham »

Elazul wrote:i can't understand why, but everytime i try to compile the project that comes with the fps framework, i get a 8 errors and 39 warnings:
------ Rebuild All started: Project: myProject, Configuration: Debug Win32 ------
Deleting intermediate and output files for project 'myProject', configuration 'Debug|Win32'
Compiling...
Game.cpp
GameCreditsState.cpp
GameIntroState.cpp
GameMenuState.cpp
GamePlayState.cpp
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepather.h(311) : warning C4311: 'type cast' : pointer truncation from 'void *' to 'unsigned int'
GameStateLevel01.cpp
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepather.h(311) : warning C4311: 'type cast' : pointer truncation from 'void *' to 'unsigned int'
GameStateLoad01.cpp
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepather.h(311) : warning C4311: 'type cast' : pointer truncation from 'void *' to 'unsigned int'
AudiereSoundManager.cpp
FmodSoundManager.cpp
GameSoundManager.cpp
GamePather.cpp
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepather.h(311) : warning C4311: 'type cast' : pointer truncation from 'void *' to 'unsigned int'
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepather.cpp(299) : warning C4311: 'type cast' : pointer truncation from 'void *' to 'unsigned int'
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepather.cpp(388) : warning C4311: 'type cast' : pointer truncation from 'void *' to 'int'
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepather.cpp(418) : warning C4267: '=' : conversion from 'size_t' to 'int', possible loss of data
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepather.cpp(443) : warning C4267: '=' : conversion from 'size_t' to 'int', possible loss of data
GamePathManager.cpp
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepather.h(311) : warning C4311: 'type cast' : pointer truncation from 'void *' to 'unsigned int'
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepathmanager.cpp(60) : warning C4018: '<' : signed/unsigned mismatch
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepathmanager.cpp(61) : warning C4311: 'type cast' : pointer truncation from 'void *' to 'int'
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepathmanager.cpp(93) : warning C4311: 'type cast' : pointer truncation from 'void *' to 'int'
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepathmanager.cpp(95) : warning C4311: 'type cast' : pointer truncation from 'void *' to 'int'
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepathmanager.cpp(95) : warning C4312: 'type cast' : conversion from 'int' to 'void *' of greater size
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepathmanager.cpp(111) : warning C4312: 'type cast' : conversion from 'int' to 'void *' of greater size
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepathmanager.cpp(111) : warning C4312: 'type cast' : conversion from 'int' to 'void *' of greater size
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepathmanager.cpp(164) : warning C4018: '<' : signed/unsigned mismatch
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepathmanager.cpp(194) : warning C4267: 'argument' : conversion from 'size_t' to 'int', possible loss of data
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepathmanager.cpp(229) : warning C4244: 'argument' : conversion from 'int' to 'irr::f32', possible loss of data
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepathmanager.cpp(229) : warning C4244: 'argument' : conversion from 'int' to 'irr::f32', possible loss of data
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepathmanager.cpp(229) : warning C4244: 'argument' : conversion from 'int' to 'irr::f32', possible loss of data
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepathmanager.cpp(207) : warning C4101: 'attr' : unreferenced local variable
GameEntity.cpp
GameFXManager.cpp
d:\documents and settings\elazul\desktop\myproject\source\config\tinyxml.h(246) : error C2668: 'isspace' : ambiguous call to overloaded function
c:\program files\microsoft visual studio 8\vc\include\ctype.h(106): could be 'int isspace(int)'
d:\documents and settings\elazul\desktop\graduation project engines and sources\irrlicht\irrlicht-1.3\include\coreutil.h(47): or 'irr::s32 irr::core::isspace(irr::s32)'
while trying to match the argument list '(unsigned char)'
d:\documents and settings\elazul\desktop\myproject\source\core\gamefxmanager.cpp(121) : warning C4244: 'argument' : conversion from 'irr::u32' to 'irr::f32', possible loss of data
d:\documents and settings\elazul\desktop\myproject\source\core\gamefxmanager.cpp(121) : warning C4244: 'argument' : conversion from 'irr::u32' to 'irr::f32', possible loss of data
GameItem.cpp
d:\documents and settings\elazul\desktop\myproject\source\config\tinyxml.h(246) : error C2668: 'isspace' : ambiguous call to overloaded function
c:\program files\microsoft visual studio 8\vc\include\ctype.h(106): could be 'int isspace(int)'
d:\documents and settings\elazul\desktop\graduation project engines and sources\irrlicht\irrlicht-1.3\include\coreutil.h(47): or 'irr::s32 irr::core::isspace(irr::s32)'
while trying to match the argument list '(unsigned char)'
GameItemManager.cpp
d:\documents and settings\elazul\desktop\myproject\source\config\tinyxml.h(246) : error C2668: 'isspace' : ambiguous call to overloaded function
c:\program files\microsoft visual studio 8\vc\include\ctype.h(106): could be 'int isspace(int)'
d:\documents and settings\elazul\desktop\graduation project engines and sources\irrlicht\irrlicht-1.3\include\coreutil.h(47): or 'irr::s32 irr::core::isspace(irr::s32)'
while trying to match the argument list '(unsigned char)'
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepather.h(311) : warning C4311: 'type cast' : pointer truncation from 'void *' to 'unsigned int'
d:\documents and settings\elazul\desktop\myproject\source\core\gameitemmanager.cpp(89) : warning C4018: '<' : signed/unsigned mismatch
GameManager.cpp
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepather.h(311) : warning C4311: 'type cast' : pointer truncation from 'void *' to 'unsigned int'
GameParticleEffect.cpp
GamePlayer.cpp
d:\documents and settings\elazul\desktop\myproject\source\config\tinyxml.h(246) : error C2668: 'isspace' : ambiguous call to overloaded function
c:\program files\microsoft visual studio 8\vc\include\ctype.h(106): could be 'int isspace(int)'
d:\documents and settings\elazul\desktop\graduation project engines and sources\irrlicht\irrlicht-1.3\include\coreutil.h(47): or 'irr::s32 irr::core::isspace(irr::s32)'
while trying to match the argument list '(unsigned char)'
GameState.cpp
Generating Code...
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepathmanager.cpp(122) : warning C4715: 'CGamePathManager::getWaypointAt' : not all control paths return a value
Compiling...
GameEnemy.cpp
GameEnemyManager.cpp
d:\documents and settings\elazul\desktop\myproject\source\engine\gameenemymanager.cpp(77) : warning C4018: '>=' : signed/unsigned mismatch
GameEnemyOwnedStates.cpp
d:\documents and settings\elazul\desktop\myproject\source\config\tinyxml.h(246) : error C2668: 'isspace' : ambiguous call to overloaded function
c:\program files\microsoft visual studio 8\vc\include\ctype.h(106): could be 'int isspace(int)'
d:\documents and settings\elazul\desktop\graduation project engines and sources\irrlicht\irrlicht-1.3\include\coreutil.h(47): or 'irr::s32 irr::core::isspace(irr::s32)'
while trying to match the argument list '(unsigned char)'
d:\documents and settings\elazul\desktop\myproject\source\ai\gamepather.h(311) : warning C4311: 'type cast' : pointer truncation from 'void *' to 'unsigned int'
GameWeapon.cpp
d:\documents and settings\elazul\desktop\myproject\source\config\tinyxml.h(246) : error C2668: 'isspace' : ambiguous call to overloaded function
c:\program files\microsoft visual studio 8\vc\include\ctype.h(106): could be 'int isspace(int)'
d:\documents and settings\elazul\desktop\graduation project engines and sources\irrlicht\irrlicht-1.3\include\coreutil.h(47): or 'irr::s32 irr::core::isspace(irr::s32)'
while trying to match the argument list '(unsigned char)'
GameWeaponManager.cpp
GameWeaponOwnedStates.cpp
ConfigManager.cpp
d:\documents and settings\elazul\desktop\myproject\source\config\configmanager.cpp(299) : error C2039: 'EDT_SOFTWARE2' : is not a member of 'irr::video'
d:\documents and settings\elazul\desktop\myproject\source\config\configmanager.cpp(299) : error C2065: 'EDT_SOFTWARE2' : undeclared identifier
SoundConfig.cpp
tinystr.cpp
tinyxml.cpp
d:\documents and settings\elazul\desktop\myproject\source\config\tinyxml.cpp(133) : warning C4996: 'strcpy' was declared deprecated
c:\program files\microsoft visual studio 8\vc\include\string.h(73) : see declaration of 'strcpy'
Message: 'This function or variable may be unsafe. Consider using strcpy_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'
d:\documents and settings\elazul\desktop\myproject\source\config\tinyxml.cpp(1017) : warning C4996: 'fopen' was declared deprecated
c:\program files\microsoft visual studio 8\vc\include\stdio.h(234) : see declaration of 'fopen'
Message: 'This function or variable may be unsafe. Consider using fopen_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'
d:\documents and settings\elazul\desktop\myproject\source\config\tinyxml.cpp(1149) : warning C4996: 'fopen' was declared deprecated
c:\program files\microsoft visual studio 8\vc\include\stdio.h(234) : see declaration of 'fopen'
Message: 'This function or variable may be unsafe. Consider using fopen_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'
d:\documents and settings\elazul\desktop\myproject\source\config\tinyxml.cpp(1299) : warning C4996: 'sscanf' was declared deprecated
c:\program files\microsoft visual studio 8\vc\include\stdio.h(311) : see declaration of 'sscanf'
Message: 'This function or variable may be unsafe. Consider using sscanf_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'
d:\documents and settings\elazul\desktop\myproject\source\config\tinyxml.cpp(1306) : warning C4996: 'sscanf' was declared deprecated
c:\program files\microsoft visual studio 8\vc\include\stdio.h(311) : see declaration of 'sscanf'
Message: 'This function or variable may be unsafe. Consider using sscanf_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'
tinyxmlerror.cpp
tinyxmlparser.cpp
Console.cpp
d:\documents and settings\elazul\desktop\myproject\source\script\console.cpp(44) : warning C4156: deletion of an array expression without using the array form of 'delete'; array form substituted
d:\documents and settings\elazul\desktop\myproject\source\script\console.cpp(44) : warning C4154: deletion of an array expression; conversion to pointer supplied
d:\documents and settings\elazul\desktop\myproject\source\script\console.cpp(86) : warning C4267: '=' : conversion from 'size_t' to 'int', possible loss of data
ConsoleComands.cpp
d:\documents and settings\elazul\desktop\myproject\source\script\consolecomands.cpp(29) : warning C4996: 'localtime' was declared deprecated
c:\program files\microsoft visual studio 8\vc\include\time.inl(114) : see declaration of 'localtime'
Message: 'This function or variable may be unsafe. Consider using localtime_s instead. To disable deprecation, use _CRT_SECURE_NO_DEPRECATE. See online help for details.'
main.cpp
Generating Code...
Build log was saved at "file://d:\Documents and Settings\Elazul\Desktop\myProject\Debug\BuildLog.htm"
myProject - 8 error(s), 39 warning(s)
========== Rebuild All: 0 succeeded, 1 failed, 0 skipped ==========
omg i get the same thing,allthough 1 error and 40 warnings,its been awhile since i came here.
n7600gt 256mb ram 128bit
AMD 3200+
GA-K8NF-9 gigabyte
BlindSide
Admin
Posts: 2821
Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!

Post by BlindSide »

These are all very simple to fix errors, and most of them arent even in irrlicht they are in tinyxml, have you guys even used irrlicht before to program? :?

(PS the one irrlicht error is to do with SOFTWARE2 being renamed to something else I think it was BURNINGVIDEO or somethin, look it up in the changelog)
bcronje
Posts: 10
Joined: Thu Mar 29, 2007 9:10 pm

Thanks Area51

Post by bcronje »

Thanks Area51

IrrWizard is a great framework. I've only just started with Irrlicht and IrrWizard and was able to implement my first game fairly easily using your framework. :D

To those having problems compiling under Irrlicht 1.3, as pointed out by BlindSide the errors are very easy to fix and most are for tinyxml. Actually there are only 2 problems, SOFTWARE2 and isspace().

A quick fix would be to rename EDT_SOFTWARE2 to EDT_BURNINGSVIDEO and change the isspace calls to "c == ' ' || c == '\f' || c == '\n' || c == '\r' || c == '\t' || c == '\v'"

Beyers
sio2
Competition winner
Posts: 1003
Joined: Thu Sep 21, 2006 5:33 pm
Location: UK

Post by sio2 »

Works just fine with IrrSpintz (SVN 24). Had to make a few tweaks, but that's to be expected.
sio2
Competition winner
Posts: 1003
Joined: Thu Sep 21, 2006 5:33 pm
Location: UK

Post by sio2 »

The "Options" screen isn't implemented so I started coding one to meet my needs. The gui system doesn't work as normal and seems to need manual control. I added a checkbox for Fullscreen toggling and added code to manually toggle it. I then added a listbox for mode selection but the user can't click the arrows to scroll the list or choose an item.

Anyone any suggestions, such as re-enabling the default response to mouse actions?
Jacob_x
Posts: 4
Joined: Fri Jan 26, 2007 8:33 pm

Post by Jacob_x »

Hi. I have a problem with irrwizard. When i`m entering a command with whitespace or just entering few commands my game crashes. Im using irrlicht v. 1.3.1 but i have also checked the 1.2 and there is the same problem. I`ve sent a copy to my friend and there was also a problem with crashing (it was on v. 1.3.1 of irrlicht). Its not crashing frequently, i want to say its always other order of entered commands when it crashes. Sometimes it crash when i click ENTER to enter first command.

Any ideas? Btw. sorry for my poor english.
josharldt
Posts: 1
Joined: Wed Jul 11, 2007 9:12 pm
Location: Austin, TX

Post by josharldt »

What ever happened to IrrWizard? The site seems to be down and I was wanting to take a look at it.
Image
roguelike
Posts: 14
Joined: Tue May 30, 2006 11:03 am

Post by roguelike »

The site is hosted by sourceforge, so should be up most of the time

It hasnt been worked on for a while, which is a pity However the code base is still relevant.

here is a link:
http://irrwizard.sourceforge.net/wiki/i ... /Main_Page
________
Grey's anatomy dicussion
Last edited by roguelike on Tue Feb 22, 2011 10:49 pm, edited 1 time in total.
veegun
Posts: 59
Joined: Mon May 29, 2006 1:58 am

Post by veegun »

Am I the only one seeing memory leaks when running the FPS Framework?

It looks like the two AIs are stuck running in one place. And none of the guns you have will "kill" them. Not to mention when cycling through the three available weapons with the mouse wheel, the 3rd (grenade launcher?) one sometimes does not show but you can still shoot with it.

After running around collecting ammos and such, the FPS Framework locks up (this is in a window).

I'm in the process of "slimming" the FPS Framework code down a bit with my FPS project based on irrWizard. I've been reading the game programming gems series of books and am going to apply some of what I learn to this project.

Thanks area for such a nice framework. It will live on. :)

Edit: Looks like the "core" framework has the same memory leak as the "fps" framework. The only one that seems to be memory leak free is the "lite" framework. I'm going to start with it and gradually add in the features to "core" framework level. Of course, making sure that no memory leaks creep into the framework. :)

Edit2: Finished cleaning up the "lite" framework. I have builds for both 32-bits and 64-bits. It highly favors windows platform though. I just need to fix some spelling mistakes and add comments. Also fixed one warning. Then it's on to tackling the more challenging "core" framework.
lukrop
Posts: 27
Joined: Wed Aug 29, 2007 10:28 am
Location: Vienna, Austria

Post by lukrop »

anyone tried it under linux?

i've done those small fixes for fitting on irrlicht-1.3, and it compiles under windows, so it should compile under linux too because the code should be platform independend, but i need a makefile...
FlyingIsFun1217
Posts: 219
Joined: Fri Apr 13, 2007 8:29 pm
Location: Illinois
Contact:

Post by FlyingIsFun1217 »

lukrop wrote:anyone tried it under linux?

i've done those small fixes for fitting on irrlicht-1.3, and it compiles under windows, so it should compile under linux too because the code should be platform independend, but i need a makefile...
I remember reading that it was Windows only. Can't say why (dependencies?), but I'm just reciting what I remember.

FlyingIsFun1217
lukrop
Posts: 27
Joined: Wed Aug 29, 2007 10:28 am
Location: Vienna, Austria

Post by lukrop »

FlyingIsFun1217 wrote:
lukrop wrote:anyone tried it under linux?

i've done those small fixes for fitting on irrlicht-1.3, and it compiles under windows, so it should compile under linux too because the code should be platform independend, but i need a makefile...
I remember reading that it was Windows only. Can't say why (dependencies?), but I'm just reciting what I remember.

FlyingIsFun1217
after some small fixes it works (64bit compatibility issues [unsigned / unsigned long...])

but there are still those troubles with the collision detection :( but that's not irrWizard sepcific ;)
dennisbarnes
Posts: 12
Joined: Sun Aug 19, 2007 1:11 am
Location: Atlanta Ga U.S.A

Post by dennisbarnes »

Hello i am useing IrrWizard 1.2 and codeblocks v1.0

when i build the program this error come up can someone help me


#ifndef TINYXML_INCLUDED
#define TINYXML_INCLUDED
#define _CRT_SECURE_NO_DEPRECATE 1
#ifdef _MSC_VER
#pragma warning( push )
#pragma warning( disable : 4530 )
#pragma warning( disable : 4786 )
#endif

#include <ctype.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>

// Help out windows:
#if defined( _DEBUG ) && !defined( DEBUG )
#define DEBUG
#endif

#ifdef TIXML_USE_STL
#include <string>
#include <iostream>
#define TIXML_STRING std::string
#define TIXML_ISTREAM std::istream
#define TIXML_OSTREAM std::ostream
#else
#include "tinystr.h"
#define TIXML_STRING TiXmlString
#define TIXML_OSTREAM TiXmlOutStream
#endif

// Deprecated library function hell. Compilers want to use the
// new safe versions. This probably doesn't fully address the problem,
// but it gets closer. There are too many compilers for me to fully
// test. If you get compilation troubles, undefine TIXML_SAFE

#define TIXML_SAFE // TinyXml isn't fully buffer overrun protected, safe code. This is work in progress.
#ifdef TIXML_SAFE
#if defined(_MSC_VER) && (_MSC_VER >= 1400 )
// Microsoft visual studio, version 2005 and higher.
#define TIXML_SNPRINTF _snprintf_s
#define TIXML_SNSCANF _snscanf_s
#elif defined(_MSC_VER) && (_MSC_VER >= 1200 )
// Microsoft visual studio, version 6 and higher.
//#pragma message( "Using _sn* functions." )
#define TIXML_SNPRINTF _snprintf
#define TIXML_SNSCANF _snscanf
#elif defined(__GNUC__) && (__GNUC__ >= 3 )
// GCC version 3 and higher.s
//#warning( "Using sn* functions." )
#define TIXML_SNPRINTF snprintf
#define TIXML_SNSCANF snscanf
#endif
#endif

class TiXmlDocument;
class TiXmlElement;
class TiXmlComment;
class TiXmlUnknown;
class TiXmlAttribute;
class TiXmlText;
class TiXmlDeclaration;
class TiXmlParsingData;

const int TIXML_MAJOR_VERSION = 2;
const int TIXML_MINOR_VERSION = 4;
const int TIXML_PATCH_VERSION = 3;

/* Internal structure for tracking location of items
in the XML file.
*/
struct TiXmlCursor
{
TiXmlCursor() { Clear(); }
void Clear() { row = col = -1; }

int row; // 0 based.
int col; // 0 based.
};


// Only used by Attribute::Query functions
enum
{
TIXML_SUCCESS,
TIXML_NO_ATTRIBUTE,
TIXML_WRONG_TYPE
};


// Used by the parsing routines.
enum TiXmlEncoding
{
TIXML_ENCODING_UNKNOWN,
TIXML_ENCODING_UTF8,
TIXML_ENCODING_LEGACY
};

const TiXmlEncoding TIXML_DEFAULT_ENCODING = TIXML_ENCODING_UNKNOWN;

/** TiXmlBase is a base class for every class in TinyXml.
It does little except to establish that TinyXml classes
can be printed and provide some utility functions.

In XML, the document and elements can contain
other elements and other types of nodes.

@verbatim
A Document can contain: Element (container or leaf)
Comment (leaf)
Unknown (leaf)
Declaration( leaf )

An Element can contain: Element (container or leaf)
Text (leaf)
Attributes (not on tree)
Comment (leaf)
Unknown (leaf)

A Decleration contains: Attributes (not on tree)
@endverbatim
*/
class TiXmlBase
{
friend class TiXmlNode;
friend class TiXmlElement;
friend class TiXmlDocument;

public:
TiXmlBase() : userData(0) {}
virtual ~TiXmlBase() {}

/** All TinyXml classes can print themselves to a filestream.
This is a formatted print, and will insert tabs and newlines.

(For an unformatted stream, use the << operator.)
*/
virtual void Print( FILE* cfile, int depth ) const = 0;

/** The world does not agree on whether white space should be kept or
not. In order to make everyone happy, these global, static functions
are provided to set whether or not TinyXml will condense all white space
into a single space or not. The default is to condense. Note changing this
values is not thread safe.
*/
static void SetCondenseWhiteSpace( bool condense ) { condenseWhiteSpace = condense; }

/// Return the current white space setting.
static bool IsWhiteSpaceCondensed() { return condenseWhiteSpace; }

/** Return the position, in the original source file, of this node or attribute.
The row and column are 1-based. (That is the first row and first column is
1,1). If the returns values are 0 or less, then the parser does not have
a row and column value.

Generally, the row and column value will be set when the TiXmlDocument::Load(),
TiXmlDocument::LoadFile(), or any TiXmlNode::Parse() is called. It will NOT be set
when the DOM was created from operator>>.

The values reflect the initial load. Once the DOM is modified programmatically
(by adding or changing nodes and attributes) the new values will NOT update to
reflect changes in the document.

There is a minor performance cost to computing the row and column. Computation
can be disabled if TiXmlDocument::SetTabSize() is called with 0 as the value.

@sa TiXmlDocument::SetTabSize()
*/
int Row() const { return location.row + 1; }
int Column() const { return location.col + 1; } ///< See Row()

void SetUserData( void* user ) { userData = user; }
void* GetUserData() { return userData; }

// Table that returs, for a given lead byte, the total number of bytes
// in the UTF-8 sequence.
static const int utf8ByteTable[256];

virtual const char* Parse( const char* p,
TiXmlParsingData* data,
TiXmlEncoding encoding /*= TIXML_ENCODING_UNKNOWN */ ) = 0;

enum
{
TIXML_NO_ERROR = 0,
TIXML_ERROR,
TIXML_ERROR_OPENING_FILE,
TIXML_ERROR_OUT_OF_MEMORY,
TIXML_ERROR_PARSING_ELEMENT,
TIXML_ERROR_FAILED_TO_READ_ELEMENT_NAME,
TIXML_ERROR_READING_ELEMENT_VALUE,
TIXML_ERROR_READING_ATTRIBUTES,
TIXML_ERROR_PARSING_EMPTY,
TIXML_ERROR_READING_END_TAG,
TIXML_ERROR_PARSING_UNKNOWN,
TIXML_ERROR_PARSING_COMMENT,
TIXML_ERROR_PARSING_DECLARATION,
TIXML_ERROR_DOCUMENT_EMPTY,
TIXML_ERROR_EMBEDDED_NULL,
TIXML_ERROR_PARSING_CDATA,

TIXML_ERROR_STRING_COUNT
};

protected:

// See STL_STRING_BUG
// Utility class to overcome a bug.
class StringToBuffer
{
public:
StringToBuffer( const TIXML_STRING& str );
~StringToBuffer();
char* buffer;
};

static const char* SkipWhiteSpace( const char*, TiXmlEncoding encoding );
inline static bool IsWhiteSpace( char c )
{
return ( isspace( (unsigned char) c ) || c == '\n' || c == '\r' );
}
inline static bool IsWhiteSpace( int c )
{
if ( c < 256 )
return IsWhiteSpace( (char) c );
return false; // Again, only truly correct for English/Latin...but usually works.
}

virtual void StreamOut (TIXML_OSTREAM *) const = 0;

#ifdef TIXML_USE_STL
static bool StreamWhiteSpace( TIXML_ISTREAM * in, TIXML_STRING * tag );
static bool StreamTo( TIXML_ISTREAM * in, int character, TIXML_STRING * tag );
#endif

/* Reads an XML name into the string provided. Returns
a pointer just past the last character of the name,
or 0 if the function has an error.
*/
static const char* ReadName( const char* p, TIXML_STRING* name, TiXmlEncoding encoding );

/* Reads text. Returns a pointer past the given end tag.
Wickedly complex options, but it keeps the (sensitive) code in one place.
*/
static const char* ReadText( const char* in, // where to start
TIXML_STRING* text, // the string read
bool ignoreWhiteSpace, // whether to keep the white space
const char* endTag, // what ends this text
bool ignoreCase, // whether to ignore case in the end tag
TiXmlEncoding encoding ); // the current encoding

// If an entity has been found, transform it into a character.
static const char* GetEntity( const char* in, char* value, int* length, TiXmlEncoding encoding );

// Get a character, while interpreting entities.
// The length can be from 0 to 4 bytes.
inline static const char* GetChar( const char* p, char* _value, int* length, TiXmlEncoding encoding )
{
assert( p );
if ( encoding == TIXML_ENCODING_UTF8 )
{
*length = utf8ByteTable[ *((unsigned char*)p) ];
assert( *length >= 0 && *length < 5 );
}
else
{
*length = 1;
}

if ( *length == 1 )
{
if ( *p == '&' )
return GetEntity( p, _value, length, encoding );
*_value = *p;
return p+1;
}
else if ( *length )
{
//strncpy( _value, p, *length ); // lots of compilers don't like this function (unsafe),
// and the null terminator isn't needed
for( int i=0; p && i<*length; ++i ) {
_value = p;
}
return p + (*length);
}
else
{
// Not valid text.
return 0;
}
}

// Puts a string to a stream, expanding entities as it goes.
// Note this should not contian the '<', '>', etc, or they will be transformed into entities!
static void PutString( const TIXML_STRING& str, TIXML_OSTREAM* out );

static void PutString( const TIXML_STRING& str, TIXML_STRING* out );

// Return true if the next characters in the stream are any of the endTag sequences.
// Ignore case only works for english, and should only be relied on when comparing
// to English words: StringEqual( p, "version", true ) is fine.
static bool StringEqual( const char* p,
const char* endTag,
bool ignoreCase,
TiXmlEncoding encoding );

static const char* errorString[ TIXML_ERROR_STRING_COUNT ];

TiXmlCursor location;

/// Field containing a generic user pointer
void* userData;

// None of these methods are reliable for any language except English.
// Good for approximation, not great for accuracy.
static int IsAlpha( unsigned char anyByte, TiXmlEncoding encoding );
static int IsAlphaNum( unsigned char anyByte, TiXmlEncoding encoding );
inline static int ToLower( int v, TiXmlEncoding encoding )
{
if ( encoding == TIXML_ENCODING_UTF8 )
{
if ( v < 128 ) return tolower( v );
return v;
}
else
{
return tolower( v );
}
}
static void ConvertUTF32ToUTF8( unsigned long input, char* output, int* length );

private:
TiXmlBase( const TiXmlBase& ); // not implemented.
void operator=( const TiXmlBase& base ); // not allowed.

struct Entity
{
const char* str;
unsigned int strLength;
char chr;
};
enum
{
NUM_ENTITY = 5,
MAX_ENTITY_LENGTH = 6

};
static Entity entity[ NUM_ENTITY ];
static bool condenseWhiteSpace;
};


/** The parent class for everything in the Document Object Model.
(Except for attributes).
Nodes have siblings, a parent, and children. A node can be
in a document, or stand on its own. The type of a TiXmlNode
can be queried, and it can be cast to its more defined type.
*/
class TiXmlNode : public TiXmlBase
{
friend class TiXmlDocument;
friend class TiXmlElement;

public:
#ifdef TIXML_USE_STL

/** An input stream operator, for every class. Tolerant of newlines and
formatting, but doesn't expect them.
*/
friend std::istream& operator >> (std::istream& in, TiXmlNode& base);

/** An output stream operator, for every class. Note that this outputs
without any newlines or formatting, as opposed to Print(), which
includes tabs and new lines.

The operator<< and operator>> are not completely symmetric. Writing
a node to a stream is very well defined. You'll get a nice stream
of output, without any extra whitespace or newlines.

But reading is not as well defined. (As it always is.) If you create
a TiXmlElement (for example) and read that from an input stream,
the text needs to define an element or junk will result. This is
true of all input streams, but it's worth keeping in mind.

A TiXmlDocument will read nodes until it reads a root element, and
all the children of that root element.
*/
friend std::ostream& operator<< (std::ostream& out, const TiXmlNode& base);

/// Appends the XML node or attribute to a std::string.
friend std::string& operator<< (std::string& out, const TiXmlNode& base );

#else
// Used internally, not part of the public API.
friend TIXML_OSTREAM& operator<< (TIXML_OSTREAM& out, const TiXmlNode& base);
#endif

/** The types of XML nodes supported by TinyXml. (All the
unsupported types are picked up by UNKNOWN.)
*/
enum NodeType
{
DOCUMENT,
ELEMENT,
COMMENT,
UNKNOWN,
TEXT,
DECLARATION,
TYPECOUNT
};

virtual ~TiXmlNode();

/** The meaning of 'value' changes for the specific type of
TiXmlNode.
@verbatim
Document: filename of the xml file
Element: name of the element
Comment: the comment text
Unknown: the tag contents
Text: the text string
@endverbatim

The subclasses will wrap this function.
*/
const char *Value() const { return value.c_str (); }

#ifdef TIXML_USE_STL
/** Return Value() as a std::string. If you only use STL,
this is more efficient than calling Value().
Only available in STL mode.
*/
const std::string& ValueStr() const { return value; }
#endif

/** Changes the value of the node. Defined as:
@verbatim
Document: filename of the xml file
Element: name of the element
Comment: the comment text
Unknown: the tag contents
Text: the text string
@endverbatim
*/
void SetValue(const char * _value) { value = _value;}

#ifdef TIXML_USE_STL
/// STL std::string form.
void SetValue( const std::string& _value ) { value = _value; }
#endif

/// Delete all the children of this node. Does not affect 'this'.
void Clear();

/// One step up the DOM.
TiXmlNode* Parent() { return parent; }
const TiXmlNode* Parent() const { return parent; }

const TiXmlNode* FirstChild() const { return firstChild; } ///< The first child of this node. Will be null if there are no children.
TiXmlNode* FirstChild() { return firstChild; }
const TiXmlNode* FirstChild( const char * value ) const; ///< The first child of this node with the matching 'value'. Will be null if none found.
TiXmlNode* FirstChild( const char * value ); ///< The first child of this node with the matching 'value'. Will be null if none found.

const TiXmlNode* LastChild() const { return lastChild; } /// The last child of this node. Will be null if there are no children.
TiXmlNode* LastChild() { return lastChild; }
const TiXmlNode* LastChild( const char * value ) const; /// The last child of this node matching 'value'. Will be null if there are no children.
TiXmlNode* LastChild( const char * value );

#ifdef TIXML_USE_STL
const TiXmlNode* FirstChild( const std::string& _value ) const { return FirstChild (_value.c_str ()); } ///< STL std::string form.
TiXmlNode* FirstChild( const std::string& _value ) { return FirstChild (_value.c_str ()); } ///< STL std::string form.
const TiXmlNode* LastChild( const std::string& _value ) const { return LastChild (_value.c_str ()); } ///< STL std::string form.
TiXmlNode* LastChild( const std::string& _value ) { return LastChild (_value.c_str ()); } ///< STL std::string form.
#endif

/** An alternate way to walk the children of a node.
One way to iterate over nodes is:
@verbatim
for( child = parent->FirstChild(); child; child = child->NextSibling() )
@endverbatim

IterateChildren does the same thing with the syntax:
@verbatim
child = 0;
while( child = parent->IterateChildren( child ) )
@endverbatim

IterateChildren takes the previous child as input and finds
the next one. If the previous child is null, it returns the
first. IterateChildren will return null when done.
*/
const TiXmlNode* IterateChildren( const TiXmlNode* previous ) const;
TiXmlNode* IterateChildren( TiXmlNode* previous );

/// This flavor of IterateChildren searches for children with a particular 'value'
const TiXmlNode* IterateChildren( const char * value, const TiXmlNode* previous ) const;
TiXmlNode* IterateChildren( const char * value, TiXmlNode* previous );

#ifdef TIXML_USE_STL
const TiXmlNode* IterateChildren( const std::string& _value, const TiXmlNode* previous ) const { return IterateChildren (_value.c_str (), previous); } ///< STL std::string form.
TiXmlNode* IterateChildren( const std::string& _value, TiXmlNode* previous ) { return IterateChildren (_value.c_str (), previous); } ///< STL std::string form.
#endif

/** Add a new node related to this. Adds a child past the LastChild.
Returns a pointer to the new object or NULL if an error occured.
*/
TiXmlNode* InsertEndChild( const TiXmlNode& addThis );


/** Add a new node related to this. Adds a child past the LastChild.

NOTE: the node to be added is passed by pointer, and will be
henceforth owned (and deleted) by tinyXml. This method is efficient
and avoids an extra copy, but should be used with care as it
uses a different memory model than the other insert functions.

@sa InsertEndChild
*/
TiXmlNode* LinkEndChild( TiXmlNode* addThis );

/** Add a new node related to this. Adds a child before the specified child.
Returns a pointer to the new object or NULL if an error occured.
*/
TiXmlNode* InsertBeforeChild( TiXmlNode* beforeThis, const TiXmlNode& addThis );

/** Add a new node related to this. Adds a child after the specified child.
Returns a pointer to the new object or NULL if an error occured.
*/
TiXmlNode* InsertAfterChild( TiXmlNode* afterThis, const TiXmlNode& addThis );

/** Replace a child of this node.
Returns a pointer to the new object or NULL if an error occured.
*/
TiXmlNode* ReplaceChild( TiXmlNode* replaceThis, const TiXmlNode& withThis );

/// Delete a child of this node.
bool RemoveChild( TiXmlNode* removeThis );

/// Navigate to a sibling node.
const TiXmlNode* PreviousSibling() const { return prev; }
TiXmlNode* PreviousSibling() { return prev; }

/// Navigate to a sibling node.
const TiXmlNode* PreviousSibling( const char * ) const;
TiXmlNode* PreviousSibling( const char * );

#ifdef TIXML_USE_STL
const TiXmlNode* PreviousSibling( const std::string& _value ) const { return PreviousSibling (_value.c_str ()); } ///< STL std::string form.
TiXmlNode* PreviousSibling( const std::string& _value ) { return PreviousSibling (_value.c_str ()); } ///< STL std::string form.
const TiXmlNode* NextSibling( const std::string& _value) const { return NextSibling (_value.c_str ()); } ///< STL std::string form.
TiXmlNode* NextSibling( const std::string& _value) { return NextSibling (_value.c_str ()); } ///< STL std::string form.
#endif

/// Navigate to a sibling node.
const TiXmlNode* NextSibling() const { return next; }
TiXmlNode* NextSibling() { return next; }

/// Navigate to a sibling node with the given 'value'.
const TiXmlNode* NextSibling( const char * ) const;
TiXmlNode* NextSibling( const char * );

/** Convenience function to get through elements.
Calls NextSibling and ToElement. Will skip all non-Element
nodes. Returns 0 if there is not another element.
*/
const TiXmlElement* NextSiblingElement() const;
TiXmlElement* NextSiblingElement();

/** Convenience function to get through elements.
Calls NextSibling and ToElement. Will skip all non-Element
nodes. Returns 0 if there is not another element.
*/
const TiXmlElement* NextSiblingElement( const char * ) const;
TiXmlElement* NextSiblingElement( const char * );

#ifdef TIXML_USE_STL
const TiXmlElement* NextSiblingElement( const std::string& _value) const { return NextSiblingElement (_value.c_str ()); } ///< STL std::string form.
TiXmlElement* NextSiblingElement( const std::string& _value) { return NextSiblingElement (_value.c_str ()); } ///< STL std::string form.
#endif

/// Convenience function to get through elements.
const TiXmlElement* FirstChildElement() const;
TiXmlElement* FirstChildElement();

/// Convenience function to get through elements.
const TiXmlElement* FirstChildElement( const char * value ) const;
TiXmlElement* FirstChildElement( const char * value );

#ifdef TIXML_USE_STL
const TiXmlElement* FirstChildElement( const std::string& _value ) const { return FirstChildElement (_value.c_str ()); } ///< STL std::string form.
TiXmlElement* FirstChildElement( const std::string& _value ) { return FirstChildElement (_value.c_str ()); } ///< STL std::string form.
#endif

/** Query the type (as an enumerated value, above) of this node.
The possible types are: DOCUMENT, ELEMENT, COMMENT,
UNKNOWN, TEXT, and DECLARATION.
*/
int Type() const { return type; }

/** Return a pointer to the Document this node lives in.
Returns null if not in a document.
*/
const TiXmlDocument* GetDocument() const;
TiXmlDocument* GetDocument();

/// Returns true if this node has no children.
bool NoChildren() const { return !firstChild; }

virtual const TiXmlDocument* ToDocument() const { return 0; } ///< Cast to a more defined type. Will return null if not of the requested type.
virtual const TiXmlElement* ToElement() const { return 0; } ///< Cast to a more defined type. Will return null if not of the requested type.
virtual const TiXmlComment* ToComment() const { return 0; } ///< Cast to a more defined type. Will return null if not of the requested type.
virtual const TiXmlUnknown* ToUnknown() const { return 0; } ///< Cast to a more defined type. Will return null if not of the requested type.
virtual const TiXmlText* ToText() const { return 0; } ///< Cast to a more defined type. Will return null if not of the requested type.
virtual const TiXmlDeclaration* ToDeclaration() const { return 0; } ///< Cast to a more defined type. Will return null if not of the requested type.

virtual TiXmlDocument* ToDocument() { return 0; } ///< Cast to a more defined type. Will return null if not of the requested type.
virtual TiXmlElement* ToElement() { return 0; } ///< Cast to a more defined type. Will return null if not of the requested type.
virtual TiXmlComment* ToComment() { return 0; } ///< Cast to a more defined type. Will return null if not of the requested type.
virtual TiXmlUnknown* ToUnknown() { return 0; } ///< Cast to a more defined type. Will return null if not of the requested type.
virtual TiXmlText* ToText() { return 0; } ///< Cast to a more defined type. Will return null if not of the requested type.
virtual TiXmlDeclaration* ToDeclaration() { return 0; } ///< Cast to a more defined type. Will return null if not of the requested type.

/** Create an exact duplicate of this node and return it. The memory must be deleted
by the caller.
*/
virtual TiXmlNode* Clone() const = 0;

protected:
TiXmlNode( NodeType _type );

// Copy to the allocated object. Shared functionality between Clone, Copy constructor,
// and the assignment operator.
void CopyTo( TiXmlNode* target ) const;

#ifdef TIXML_USE_STL
// The real work of the input operator.
virtual void StreamIn( TIXML_ISTREAM* in, TIXML_STRING* tag ) = 0;
#endif

// Figure out what is at *p, and parse it. Returns null if it is not an xml node.
TiXmlNode* Identify( const char* start, TiXmlEncoding encoding );

TiXmlNode* parent;
NodeType type;

TiXmlNode* firstChild;
TiXmlNode* lastChild;

TIXML_STRING value;

TiXmlNode* prev;
TiXmlNode* next;

private:
TiXmlNode( const TiXmlNode& ); // not implemented.
void operator=( const TiXmlNode& base ); // not allowed.
};


/** An attribute is a name-value pair. Elements have an arbitrary
number of attributes, each with a unique name.

@note The attributes are not TiXmlNodes, since they are not
part of the tinyXML document object model. There are other
suggested ways to look at this problem.
*/
class TiXmlAttribute : public TiXmlBase
{
friend class TiXmlAttributeSet;

public:
/// Construct an empty attribute.
TiXmlAttribute() : TiXmlBase()
{
document = 0;
prev = next = 0;
}

#ifdef TIXML_USE_STL
/// std::string constructor.
TiXmlAttribute( const std::string& _name, const std::string& _value )
{
name = _name;
value = _value;
document = 0;
prev = next = 0;
}
#endif

/// Construct an attribute with a name and value.
TiXmlAttribute( const char * _name, const char * _value )
{
name = _name;
value = _value;
document = 0;
prev = next = 0;
}

const char* Name() const { return name.c_str (); } ///< Return the name of this attribute.
const char* Value() const { return value.c_str (); } ///< Return the value of this attribute.
int IntValue() const; ///< Return the value of this attribute, converted to an integer.
double DoubleValue() const; ///< Return the value of this attribute, converted to a double.

// Get the tinyxml string representation
const TIXML_STRING& NameTStr() const { return name; }

/** QueryIntValue examines the value string. It is an alternative to the
IntValue() method with richer error checking.
If the value is an integer, it is stored in 'value' and
the call returns TIXML_SUCCESS. If it is not
an integer, it returns TIXML_WRONG_TYPE.

A specialized but useful call. Note that for success it returns 0,
which is the opposite of almost all other TinyXml calls.
*/
int QueryIntValue( int* _value ) const;
/// QueryDoubleValue examines the value string. See QueryIntValue().
int QueryDoubleValue( double* _value ) const;

void SetName( const char* _name ) { name = _name; } ///< Set the name of this attribute.
void SetValue( const char* _value ) { value = _value; } ///< Set the value.

void SetIntValue( int _value ); ///< Set the value from an integer.
void SetDoubleValue( double _value ); ///< Set the value from a double.

#ifdef TIXML_USE_STL
/// STL std::string form.
void SetName( const std::string& _name ) { name = _name; }
/// STL std::string form.
void SetValue( const std::string& _value ) { value = _value; }
#endif

/// Get the next sibling attribute in the DOM. Returns null at end.
const TiXmlAttribute* Next() const;
TiXmlAttribute* Next();
/// Get the previous sibling attribute in the DOM. Returns null at beginning.
const TiXmlAttribute* Previous() const;
TiXmlAttribute* Previous();

bool operator==( const TiXmlAttribute& rhs ) const { return rhs.name == name; }
bool operator<( const TiXmlAttribute& rhs ) const { return name < rhs.name; }
bool operator>( const TiXmlAttribute& rhs ) const { return name > rhs.name; }

/* Attribute parsing starts: first letter of the name
returns: the next char after the value end quote
*/
virtual const char* Parse( const char* p, TiXmlParsingData* data, TiXmlEncoding encoding );

// Prints this Attribute to a FILE stream.
virtual void Print( FILE* cfile, int depth ) const;

virtual void StreamOut( TIXML_OSTREAM * out ) const;
// [internal use]
// Set the document pointer so the attribute can report errors.
void SetDocument( TiXmlDocument* doc ) { document = doc; }

private:
TiXmlAttribute( const TiXmlAttribute& ); // not implemented.
void operator=( const TiXmlAttribute& base ); // not allowed.

TiXmlDocument* document; // A pointer back to a document, for error reporting.
TIXML_STRING name;
TIXML_STRING value;
TiXmlAttribute* prev;
TiXmlAttribute* next;
};


/* A class used to manage a group of attributes.
It is only used internally, both by the ELEMENT and the DECLARATION.

The set can be changed transparent to the Element and Declaration
classes that use it, but NOT transparent to the Attribute
which has to implement a next() and previous() method. Which makes
it a bit problematic and prevents the use of STL.

This version is implemented with circular lists because:
- I like circular lists
- it demonstrates some independence from the (typical) doubly linked list.
*/
class TiXmlAttributeSet
{
public:
TiXmlAttributeSet();
~TiXmlAttributeSet();

void Add( TiXmlAttribute* attribute );
void Remove( TiXmlAttribute* attribute );

const TiXmlAttribute* First() const { return ( sentinel.next == &sentinel ) ? 0 : sentinel.next; }
TiXmlAttribute* First() { return ( sentinel.next == &sentinel ) ? 0 : sentinel.next; }
const TiXmlAttribute* Last() const { return ( sentinel.prev == &sentinel ) ? 0 : sentinel.prev; }
TiXmlAttribute* Last() { return ( sentinel.prev == &sentinel ) ? 0 : sentinel.prev; }

const TiXmlAttribute* Find( const TIXML_STRING& name ) const;
TiXmlAttribute* Find( const TIXML_STRING& name );

private:
//*ME: Because of hidden/disabled copy-construktor in TiXmlAttribute (sentinel-element),
//*ME: this class must be also use a hidden/disabled copy-constructor !!!
TiXmlAttributeSet( const TiXmlAttributeSet& ); // not allowed
void operator=( const TiXmlAttributeSet& ); // not allowed (as TiXmlAttribute)

TiXmlAttribute sentinel;
};


/** The element is a container class. It has a value, the element name,
and can contain other elements, text, comments, and unknowns.
Elements also contain an arbitrary number of attributes.
*/
class TiXmlElement : public TiXmlNode
{
public:
/// Construct an element.
TiXmlElement (const char * in_value);

#ifdef TIXML_USE_STL
/// std::string constructor.
TiXmlElement( const std::string& _value );
#endif

TiXmlElement( const TiXmlElement& );

void operator=( const TiXmlElement& base );

virtual ~TiXmlElement();

/** Given an attribute name, Attribute() returns the value
for the attribute of that name, or null if none exists.
*/
const char* Attribute( const char* name ) const;

/** Given an attribute name, Attribute() returns the value
for the attribute of that name, or null if none exists.
If the attribute exists and can be converted to an integer,
the integer value will be put in the return 'i', if 'i'
is non-null.
*/
const char* Attribute( const char* name, int* i ) const;

/** Given an attribute name, Attribute() returns the value
for the attribute of that name, or null if none exists.
If the attribute exists and can be converted to an double,
the double value will be put in the return 'd', if 'd'
is non-null.
*/
const char* Attribute( const char* name, double* d ) const;

/** QueryIntAttribute examines the attribute - it is an alternative to the
Attribute() method with richer error checking.
If the attribute is an integer, it is stored in 'value' and
the call returns TIXML_SUCCESS. If it is not
an integer, it returns TIXML_WRONG_TYPE. If the attribute
does not exist, then TIXML_NO_ATTRIBUTE is returned.
*/
int QueryIntAttribute( const char* name, int* _value ) const;
/// QueryDoubleAttribute examines the attribute - see QueryIntAttribute().
int QueryDoubleAttribute( const char* name, double* _value ) const;
/// QueryFloatAttribute examines the attribute - see QueryIntAttribute().
int QueryFloatAttribute( const char* name, float* _value ) const {
double d;
int result = QueryDoubleAttribute( name, &d );
if ( result == TIXML_SUCCESS ) {
*_value = (float)d;
}
return result;
}

/** Sets an attribute of name to a given value. The attribute
will be created if it does not exist, or changed if it does.
*/
void SetAttribute( const char* name, const char * _value );

#ifdef TIXML_USE_STL
const char* Attribute( const std::string& name ) const { return Attribute( name.c_str() ); }
const char* Attribute( const std::string& name, int* i ) const { return Attribute( name.c_str(), i ); }
const char* Attribute( const std::string& name, double* d ) const { return Attribute( name.c_str(), d ); }
int QueryIntAttribute( const std::string& name, int* _value ) const { return QueryIntAttribute( name.c_str(), _value ); }
int QueryDoubleAttribute( const std::string& name, double* _value ) const { return QueryDoubleAttribute( name.c_str(), _value ); }

/// STL std::string form.
void SetAttribute( const std::string& name, const std::string& _value );
///< STL std::string form.
void SetAttribute( const std::string& name, int _value );
#endif

/** Sets an attribute of name to a given value. The attribute
will be created if it does not exist, or changed if it does.
*/
void SetAttribute( const char * name, int value );

/** Sets an attribute of name to a given value. The attribute
will be created if it does not exist, or changed if it does.
*/
void SetDoubleAttribute( const char * name, double value );

/** Deletes an attribute with the given name.
*/
void RemoveAttribute( const char * name );
#ifdef TIXML_USE_STL
void RemoveAttribute( const std::string& name ) { RemoveAttribute (name.c_str ()); } ///< STL std::string form.
#endif

const TiXmlAttribute* FirstAttribute() const { return attributeSet.First(); } ///< Access the first attribute in this element.
TiXmlAttribute* FirstAttribute() { return attributeSet.First(); }
const TiXmlAttribute* LastAttribute() const { return attributeSet.Last(); } ///< Access the last attribute in this element.
TiXmlAttribute* LastAttribute() { return attributeSet.Last(); }

/** Convenience function for easy access to the text inside an element. Although easy
and concise, GetText() is limited compared to getting the TiXmlText child
and accessing it directly.

If the first child of 'this' is a TiXmlText, the GetText()
returns the character string of the Text node, else null is returned.

This is a convenient method for getting the text of simple contained text:
@verbatim
<foo>This is text</foo>
const char* str = fooElement->GetText();
@endverbatim

'str' will be a pointer to "This is text".

Note that this function can be misleading. If the element foo was created from
this XML:
@verbatim
<foo><b>This is text</b></foo>
@endverbatim

then the value of str would be null. The first child node isn't a text node, it is
another element. From this XML:
@verbatim
<foo>This is <b>text</b></foo>
@endverbatim
GetText() will return "This is ".

WARNING: GetText() accesses a child node - don't become confused with the
similarly named TiXmlHandle::Text() and TiXmlNode::ToText() which are
safe type casts on the referenced node.
*/
const char* GetText() const;

/// Creates a new Element and returns it - the returned element is a copy.
virtual TiXmlNode* Clone() const;
// Print the Element to a FILE stream.
virtual void Print( FILE* cfile, int depth ) const;

/* Attribtue parsing starts: next char past '<'
returns: next char past '>'
*/
virtual const char* Parse( const char* p, TiXmlParsingData* data, TiXmlEncoding encoding );

virtual const TiXmlElement* ToElement() const { return this; } ///< Cast to a more defined type. Will return null not of the requested type.
virtual TiXmlElement* ToElement() { return this; } ///< Cast to a more defined type. Will return null not of the requested type.

protected:

void CopyTo( TiXmlElement* target ) const;
void ClearThis(); // like clear, but initializes 'this' object as well

// Used to be public [internal use]
#ifdef TIXML_USE_STL
virtual void StreamIn( TIXML_ISTREAM * in, TIXML_STRING * tag );
#endif
virtual void StreamOut( TIXML_OSTREAM * out ) const;

/* [internal use]
Reads the "value" of the element -- another element, or text.
This should terminate with the current end tag.
*/
const char* ReadValue( const char* in, TiXmlParsingData* prevData, TiXmlEncoding encoding );

private:

TiXmlAttributeSet attributeSet;
};


/** An XML comment.
*/
class TiXmlComment : public TiXmlNode
{
public:
/// Constructs an empty comment.
TiXmlComment() : TiXmlNode( TiXmlNode::COMMENT ) {}
TiXmlComment( const TiXmlComment& );
void operator=( const TiXmlComment& base );

virtual ~TiXmlComment() {}

/// Returns a copy of this Comment.
virtual TiXmlNode* Clone() const;
/// Write this Comment to a FILE stream.
virtual void Print( FILE* cfile, int depth ) const;

/* Attribtue parsing starts: at the ! of the !--
returns: next char past '>'
*/
virtual const char* Parse( const char* p, TiXmlParsingData* data, TiXmlEncoding encoding );

virtual const TiXmlComment* ToComment() const { return this; } ///< Cast to a more defined type. Will return null not of the requested type.
virtual TiXmlComment* ToComment() { return this; } ///< Cast to a more defined type. Will return null not of the requested type.

protected:
void CopyTo( TiXmlComment* target ) const;

// used to be public
#ifdef TIXML_USE_STL
virtual void StreamIn( TIXML_ISTREAM * in, TIXML_STRING * tag );
#endif
virtual void StreamOut( TIXML_OSTREAM * out ) const;

private:

};


/** XML text. A text node can have 2 ways to output the next. "normal" output
and CDATA. It will default to the mode it was parsed from the XML file and
you generally want to leave it alone, but you can change the output mode with
SetCDATA() and query it with CDATA().
*/
class TiXmlText : public TiXmlNode
{
friend class TiXmlElement;
public:
/** Constructor for text element. By default, it is treated as
normal, encoded text. If you want it be output as a CDATA text
element, set the parameter _cdata to 'true'
*/
TiXmlText (const char * initValue ) : TiXmlNode (TiXmlNode::TEXT)
{
SetValue( initValue );
cdata = false;
}
virtual ~TiXmlText() {}

#ifdef TIXML_USE_STL
/// Constructor.
TiXmlText( const std::string& initValue ) : TiXmlNode (TiXmlNode::TEXT)
{
SetValue( initValue );
cdata = false;
}
#endif

TiXmlText( const TiXmlText& copy ) : TiXmlNode( TiXmlNode::TEXT ) { copy.CopyTo( this ); }
void operator=( const TiXmlText& base ) { base.CopyTo( this ); }

/// Write this text object to a FILE stream.
virtual void Print( FILE* cfile, int depth ) const;

/// Queries whether this represents text using a CDATA section.
bool CDATA() { return cdata; }
/// Turns on or off a CDATA representation of text.
void SetCDATA( bool _cdata ) { cdata = _cdata; }

virtual const char* Parse( const char* p, TiXmlParsingData* data, TiXmlEncoding encoding );

virtual const TiXmlText* ToText() const { return this; } ///< Cast to a more defined type. Will return null not of the requested type.
virtual TiXmlText* ToText() { return this; } ///< Cast to a more defined type. Will return null not of the requested type.

protected :
/// [internal use] Creates a new Element and returns it.
virtual TiXmlNode* Clone() const;
void CopyTo( TiXmlText* target ) const;

virtual void StreamOut ( TIXML_OSTREAM * out ) const;
bool Blank() const; // returns true if all white space and new lines
// [internal use]
#ifdef TIXML_USE_STL
virtual void StreamIn( TIXML_ISTREAM * in, TIXML_STRING * tag );
#endif

private:
bool cdata; // true if this should be input and output as a CDATA style text element
};


/** In correct XML the declaration is the first entry in the file.
@verbatim
<?xml version="1.0" standalone="yes"?>
@endverbatim

TinyXml will happily read or write files without a declaration,
however. There are 3 possible attributes to the declaration:
version, encoding, and standalone.

Note: In this version of the code, the attributes are
handled as special cases, not generic attributes, simply
because there can only be at most 3 and they are always the same.
*/
class TiXmlDeclaration : public TiXmlNode
{
public:
/// Construct an empty declaration.
TiXmlDeclaration() : TiXmlNode( TiXmlNode::DECLARATION ) {}

#ifdef TIXML_USE_STL
/// Constructor.
TiXmlDeclaration( const std::string& _version,
const std::string& _encoding,
const std::string& _standalone );
#endif

/// Construct.
TiXmlDeclaration( const char* _version,
const char* _encoding,
const char* _standalone );

TiXmlDeclaration( const TiXmlDeclaration& copy );
void operator=( const TiXmlDeclaration& copy );

virtual ~TiXmlDeclaration() {}

/// Version. Will return an empty string if none was found.
const char *Version() const { return version.c_str (); }
/// Encoding. Will return an empty string if none was found.
const char *Encoding() const { return encoding.c_str (); }
/// Is this a standalone document?
const char *Standalone() const { return standalone.c_str (); }

/// Creates a copy of this Declaration and returns it.
virtual TiXmlNode* Clone() const;
/// Print this declaration to a FILE stream.
virtual void Print( FILE* cfile, int depth ) const;

virtual const char* Parse( const char* p, TiXmlParsingData* data, TiXmlEncoding encoding );

virtual const TiXmlDeclaration* ToDeclaration() const { return this; } ///< Cast to a more defined type. Will return null not of the requested type.
virtual TiXmlDeclaration* ToDeclaration() { return this; } ///< Cast to a more defined type. Will return null not of the requested type.

protected:
void CopyTo( TiXmlDeclaration* target ) const;
// used to be public
#ifdef TIXML_USE_STL
virtual void StreamIn( TIXML_ISTREAM * in, TIXML_STRING * tag );
#endif
virtual void StreamOut ( TIXML_OSTREAM * out) const;

private:

TIXML_STRING version;
TIXML_STRING encoding;
TIXML_STRING standalone;
};


/** Any tag that tinyXml doesn't recognize is saved as an
unknown. It is a tag of text, but should not be modified.
It will be written back to the XML, unchanged, when the file
is saved.

DTD tags get thrown into TiXmlUnknowns.
*/
class TiXmlUnknown : public TiXmlNode
{
public:
TiXmlUnknown() : TiXmlNode( TiXmlNode::UNKNOWN ) {}
virtual ~TiXmlUnknown() {}

TiXmlUnknown( const TiXmlUnknown& copy ) : TiXmlNode( TiXmlNode::UNKNOWN ) { copy.CopyTo( this ); }
void operator=( const TiXmlUnknown& copy ) { copy.CopyTo( this ); }

/// Creates a copy of this Unknown and returns it.
virtual TiXmlNode* Clone() const;
/// Print this Unknown to a FILE stream.
virtual void Print( FILE* cfile, int depth ) const;

virtual const char* Parse( const char* p, TiXmlParsingData* data, TiXmlEncoding encoding );

virtual const TiXmlUnknown* ToUnknown() const { return this; } ///< Cast to a more defined type. Will return null not of the requested type.
virtual TiXmlUnknown* ToUnknown() { return this; } ///< Cast to a more defined type. Will return null not of the requested type.

protected:
void CopyTo( TiXmlUnknown* target ) const;

#ifdef TIXML_USE_STL
virtual void StreamIn( TIXML_ISTREAM * in, TIXML_STRING * tag );
#endif
virtual void StreamOut ( TIXML_OSTREAM * out ) const;

private:

};


/** Always the top level node. A document binds together all the
XML pieces. It can be saved, loaded, and printed to the screen.
The 'value' of a document node is the xml file name.
*/
class TiXmlDocument : public TiXmlNode
{
public:
/// Create an empty document, that has no name.
TiXmlDocument();
/// Create a document with a name. The name of the document is also the filename of the xml.
TiXmlDocument( const char * documentName );

#ifdef TIXML_USE_STL
/// Constructor.
TiXmlDocument( const std::string& documentName );
#endif

TiXmlDocument( const TiXmlDocument& copy );
void operator=( const TiXmlDocument& copy );

virtual ~TiXmlDocument() {}

/** Load a file using the current document value.
Returns true if successful. Will delete any existing
document data before loading.
*/
bool LoadFile( TiXmlEncoding encoding = TIXML_DEFAULT_ENCODING );
/// Save a file using the current document value. Returns true if successful.
bool SaveFile() const;
/// Load a file using the given filename. Returns true if successful.
bool LoadFile( const char * filename, TiXmlEncoding encoding = TIXML_DEFAULT_ENCODING );
/// Save a file using the given filename. Returns true if successful.
bool SaveFile( const char * filename ) const;
/** Load a file using the given FILE*. Returns true if successful. Note that this method
doesn't stream - the entire object pointed at by the FILE*
will be interpreted as an XML file. TinyXML doesn't stream in XML from the current
file location. Streaming may be added in the future.
*/
bool LoadFile( FILE*, TiXmlEncoding encoding = TIXML_DEFAULT_ENCODING );
/// Save a file using the given FILE*. Returns true if successful.
bool SaveFile( FILE* ) const;

#ifdef TIXML_USE_STL
bool LoadFile( const std::string& filename, TiXmlEncoding encoding = TIXML_DEFAULT_ENCODING ) ///< STL std::string version.
{
StringToBuffer f( filename );
return ( f.buffer && LoadFile( f.buffer, encoding ));
}
bool SaveFile( const std::string& filename ) const ///< STL std::string version.
{
StringToBuffer f( filename );
return ( f.buffer && SaveFile( f.buffer ));
}
#endif

/** Parse the given null terminated block of xml data. Passing in an encoding to this
method (either TIXML_ENCODING_LEGACY or TIXML_ENCODING_UTF8 will force TinyXml
to use that encoding, regardless of what TinyXml might otherwise try to detect.
*/
virtual const char* Parse( const char* p, TiXmlParsingData* data = 0, TiXmlEncoding encoding = TIXML_DEFAULT_ENCODING );

/** Get the root element -- the only top level element -- of the document.
In well formed XML, there should only be one. TinyXml is tolerant of
multiple elements at the document level.
*/
const TiXmlElement* RootElement() const { return FirstChildElement(); }
TiXmlElement* RootElement() { return FirstChildElement(); }

/** If an error occurs, Error will be set to true. Also,
- The ErrorId() will contain the integer identifier of the error (not generally useful)
- The ErrorDesc() method will return the name of the error. (very useful)
- The ErrorRow() and ErrorCol() will return the location of the error (if known)
*/
bool Error() const { return error; }

/// Contains a textual (english) description of the error if one occurs.
const char * ErrorDesc() const { return errorDesc.c_str (); }

/** Generally, you probably want the error string ( ErrorDesc() ). But if you
prefer the ErrorId, this function will fetch it.
*/
int ErrorId() const { return errorId; }

/** Returns the location (if known) of the error. The first column is column 1,
and the first row is row 1. A value of 0 means the row and column wasn't applicable
(memory errors, for example, have no row/column) or the parser lost the error. (An
error in the error reporting, in that case.)

@sa SetTabSize, Row, Column
*/
int ErrorRow() { return errorLocation.row+1; }
int ErrorCol() { return errorLocation.col+1; } ///< The column where the error occured. See ErrorRow()

/** SetTabSize() allows the error reporting functions (ErrorRow() and ErrorCol())
to report the correct values for row and column. It does not change the output
or input in any way.

By calling this method, with a tab size
greater than 0, the row and column of each node and attribute is stored
when the file is loaded. Very useful for tracking the DOM back in to
the source file.

The tab size is required for calculating the location of nodes. If not
set, the default of 4 is used. The tabsize is set per document. Setting
the tabsize to 0 disables row/column tracking.

Note that row and column tracking is not supported when using operator>>.

The tab size needs to be enabled before the parse or load. Correct usage:
@verbatim
TiXmlDocument doc;
doc.SetTabSize( 8 );
doc.Load( "myfile.xml" );
@endverbatim

@sa Row, Column
*/
void SetTabSize( int _tabsize ) { tabsize = _tabsize; }

int TabSize() const { return tabsize; }

/** If you have handled the error, it can be reset with this call. The error
state is automatically cleared if you Parse a new XML block.
*/
void ClearError() { error = false;
errorId = 0;
errorDesc = "";
errorLocation.row = errorLocation.col = 0;
//errorLocation.last = 0;
}

/** Dump the document to standard out. */
void Print() const { Print( stdout, 0 ); }

/// Print this Document to a FILE stream.
virtual void Print( FILE* cfile, int depth = 0 ) const;
// [internal use]
void SetError( int err, const char* errorLocation, TiXmlParsingData* prevData, TiXmlEncoding encoding );

virtual const TiXmlDocument* ToDocument() const { return this; } ///< Cast to a more defined type. Will return null not of the requested type.
virtual TiXmlDocument* ToDocument() { return this; } ///< Cast to a more defined type. Will return null not of the requested type.

protected :
virtual void StreamOut ( TIXML_OSTREAM * out) const;
// [internal use]
virtual TiXmlNode* Clone() const;
#ifdef TIXML_USE_STL
virtual void StreamIn( TIXML_ISTREAM * in, TIXML_STRING * tag );
#endif

private:
void CopyTo( TiXmlDocument* target ) const;

bool error;
int errorId;
TIXML_STRING errorDesc;
int tabsize;
TiXmlCursor errorLocation;
bool useMicrosoftBOM; // the UTF-8 BOM were found when read. Note this, and try to write.
};


/**
A TiXmlHandle is a class that wraps a node pointer with null checks; this is
an incredibly useful thing. Note that TiXmlHandle is not part of the TinyXml
DOM structure. It is a separate utility class.

Take an example:
@verbatim
<Document>
<Element attributeA = "valueA">
<Child attributeB = "value1" />
<Child attributeB = "value2" />
</Element>
<Document>
@endverbatim

Assuming you want the value of "attributeB" in the 2nd "Child" element, it's very
easy to write a *lot* of code that looks like:

@verbatim
TiXmlElement* root = document.FirstChildElement( "Document" );
if ( root )
{
TiXmlElement* element = root->FirstChildElement( "Element" );
if ( element )
{
TiXmlElement* child = element->FirstChildElement( "Child" );
if ( child )
{
TiXmlElement* child2 = child->NextSiblingElement( "Child" );
if ( child2 )
{
// Finally do something useful.
@endverbatim

And that doesn't even cover "else" cases. TiXmlHandle addresses the verbosity
of such code. A TiXmlHandle checks for null pointers so it is perfectly safe
and correct to use:

@verbatim
TiXmlHandle docHandle( &document );
TiXmlElement* child2 = docHandle.FirstChild( "Document" ).FirstChild( "Element" ).Child( "Child", 1 ).Element();
if ( child2 )
{
// do something useful
@endverbatim

Which is MUCH more concise and useful.

It is also safe to copy handles - internally they are nothing more than node pointers.
@verbatim
TiXmlHandle handleCopy = handle;
@endverbatim

What they should not be used for is iteration:

@verbatim
int i=0;
while ( true )
{
TiXmlElement* child = docHandle.FirstChild( "Document" ).FirstChild( "Element" ).Child( "Child", i ).Element();
if ( !child )
break;
// do something
++i;
}
@endverbatim

It seems reasonable, but it is in fact two embedded while loops. The Child method is
a linear walk to find the element, so this code would iterate much more than it needs
to. Instead, prefer:

@verbatim
TiXmlElement* child = docHandle.FirstChild( "Document" ).FirstChild( "Element" ).FirstChild( "Child" ).Element();

for( child; child; child=child->NextSiblingElement() )
{
// do something
}
@endverbatim
*/
class TiXmlHandle
{
public:
/// Create a handle from any node (at any depth of the tree.) This can be a null pointer.
TiXmlHandle( TiXmlNode* _node ) { this->node = _node; }
/// Copy constructor
TiXmlHandle( const TiXmlHandle& ref ) { this->node = ref.node; }
TiXmlHandle operator=( const TiXmlHandle& ref ) { this->node = ref.node; return *this; }

/// Return a handle to the first child node.
TiXmlHandle FirstChild() const;
/// Return a handle to the first child node with the given name.
TiXmlHandle FirstChild( const char * value ) const;
/// Return a handle to the first child element.
TiXmlHandle FirstChildElement() const;
/// Return a handle to the first child element with the given name.
TiXmlHandle FirstChildElement( const char * value ) const;

/** Return a handle to the "index" child with the given name.
The first child is 0, the second 1, etc.
*/
TiXmlHandle Child( const char* value, int index ) const;
/** Return a handle to the "index" child.
The first child is 0, the second 1, etc.
*/
TiXmlHandle Child( int index ) const;
/** Return a handle to the "index" child element with the given name.
The first child element is 0, the second 1, etc. Note that only TiXmlElements
are indexed: other types are not counted.
*/
TiXmlHandle ChildElement( const char* value, int index ) const;
/** Return a handle to the "index" child element.
The first child element is 0, the second 1, etc. Note that only TiXmlElements
are indexed: other types are not counted.
*/
TiXmlHandle ChildElement( int index ) const;

#ifdef TIXML_USE_STL
TiXmlHandle FirstChild( const std::string& _value ) const { return FirstChild( _value.c_str() ); }
TiXmlHandle FirstChildElement( const std::string& _value ) const { return FirstChildElement( _value.c_str() ); }

TiXmlHandle Child( const std::string& _value, int index ) const { return Child( _value.c_str(), index ); }
TiXmlHandle ChildElement( const std::string& _value, int index ) const { return ChildElement( _value.c_str(), index ); }
#endif

/// Return the handle as a TiXmlNode. This may return null.
TiXmlNode* Node() const { return node; }
/// Return the handle as a TiXmlElement. This may return null.
TiXmlElement* Element() const { return ( ( node && node->ToElement() ) ? node->ToElement() : 0 ); }
/// Return the handle as a TiXmlText. This may return null.
TiXmlText* Text() const { return ( ( node && node->ToText() ) ? node->ToText() : 0 ); }
/// Return the handle as a TiXmlUnknown. This may return null;
TiXmlUnknown* Unknown() const { return ( ( node && node->ToUnknown() ) ? node->ToUnknown() : 0 ); }

private:
TiXmlNode* node;
};

#ifdef _MSC_VER
#pragma warning( pop )
#endif

#endif





Project : Irrlicht Project
Compiler : Microsoft Visual C++ Toolkit 2003 (called directly)
Directory : C:\irrlicht\myproject\
--------------------------------------------------------------------------------
Switching to target: default
GamePathManager.cpp
source\ai\GamePathManager.cpp(60) : warning C4018: '<' : signed/unsigned mismatch
source\ai\GamePathManager.cpp(164) : warning C4018: '<' : signed/unsigned mismatch
source\ai\GamePathManager.cpp(229) : warning C4244: 'argument' : conversion from 'int' to 'irr::f32', possible loss of data
source\ai\GamePathManager.cpp(229) : warning C4244: 'argument' : conversion from 'int' to 'irr::f32', possible loss of data
source\ai\GamePathManager.cpp(229) : warning C4244: 'argument' : conversion from 'int' to 'irr::f32', possible loss of data
source\ai\GamePathManager.cpp(207) : warning C4101: 'attr' : unreferenced local variable
c:\irrlicht\myproject\source\ai\gamepathmanager.cpp(122) : warning C4715: 'CGamePathManager::getWaypointAt' : not all control paths return a value
GamePather.cpp
ConfigManager.cpp
SoundConfig.cpp
tinystr.cpp
tinyxml.cpp
tinyxmlerror.cpp
tinyxmlparser.cpp
GameEntity.cpp
GameFXManager.cpp
c:\irrlicht\myproject\source\config\tinyxml.h(246) : error C2668: 'isspace' : ambiguous call to overloaded function
C:\Program Files\Microsoft Visual C++ Toolkit 2003\include\ctype.h(99): could be 'int isspace(int)'
c:\irrlicht\include\coreutil.h(47): or 'irr::s32 irr::core::isspace(irr::s32)'
while trying to match the argument list '(unsigned char)'
source\core\GameFXManager.cpp(121) : warning C4244: 'argument' : conversion from 'irr::u32' to 'const irr::f32', possible loss of data
source\core\GameFXManager.cpp(121) : warning C4244: 'argument' : conversion from 'irr::u32' to 'const irr::f32', possible loss of data
Process terminated with status 1 (0 minutes, 30 seconds)
1 errors, 9 warnings
Zigma
Posts: 8
Joined: Tue Jan 27, 2004 7:33 pm
Location: Norway
Contact:

Post by Zigma »

Hi

First im not a Irrlight guru :wink: But i found IrrWizard extreamly handy for a beginner.

So wat i found out to compill woth irrlight 1.3.1 reading this post is:

NR.1

in ConfigManager.cpp

Coment out this

Code: Select all

	else if (DeviceConfig["DriverType"]=="Apfelbaum Software")
		return irr::video::EDT_SOFTWARE2;
NR.2

in tinyxml.h

Change this

Code: Select all

	inline static bool	IsWhiteSpace( char c )		
	{ 
		return ( isspace( (unsigned char) c ) || c == '\n' || c == '\r' ); 
	}
:P


to

Code: Select all

	inline static bool	IsWhiteSpace( char c )		
	{ 
		return c ==  ' ' || c == '\f' || c == '\n' || c == '\r' || c == '\t' || c == '\v';
	}
Im not sure way we have todo this in tinyxml.h, but it works fore me. Good luck
Post Reply