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Merge branch 'xml_converter' into render_on_map
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klingbolt authored Sep 19, 2024
2 parents 2f823a7 + af9c800 commit b8f1bd3
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12 changes: 9 additions & 3 deletions xml_converter/doc/rendering/render_ingame.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,14 +3,20 @@ name: Render Ingame
type: Boolean
applies_to: [Icon, Trail]
xml_fields: [IngameVisibility, BHIngameVisibility]
protobuf_field: tentative__render_ingame

protobuf_field: is_hidden_ingame
custom_functions:
read.xml:
function: inverted_xml_attribute_to_bool
side_effects: []
write.xml:
function: bool_to_inverted_xml_attribute
side_effects: []
---

Allows or Prevents this object from being rendered in the 3D game space.

Notes
=====

We want to figure out a way to invert this value becuase a "false" value is the default value inside a protobuf and if we set the default as "true" then we have to write this field for every object. This inversion will need to be present in the code generator and that might take a bit to design and implement.
https://gw2pathing.com/docs/marker-dev/attributes/visibility

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@@ -0,0 +1,11 @@
<OverlayData>
<MarkerCategory DisplayName="My Category" ID="KOjMBsKTXpY=" Name="mycategory">
</MarkerCategory>

<POIs>
<POI Type="mycategory" MapID="50" XPos="169.809998" YPos="210.649994" ZPos="215.830002" IngameVisibility="false"/>
<POI Type="mycategory" MapID="50" XPos="169.809998" YPos="210.649994" ZPos="215.830002"/>
<Trail Type="mycategory" IngameVisibility="false"/>
<Trail Type="mycategory"/>
</POIs>
</OverlayData>
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@@ -0,0 +1,5 @@
input_paths:
"pack": "proto"
expected_stdout: |
expected_stderr: |
expected_returncode: 0
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@@ -0,0 +1,23 @@
<OverlayData>
<MarkerCategory DisplayName="My Category" Name="mycategory">
</MarkerCategory>

<POIs>
<POI IngameVisibility="false" Type="mycategory" XPos="169.81" YPos="210.65" ZPos="215.83" MapID="50" />
<POI IngameVisibility="0" Type="mycategory" XPos="169.81" YPos="210.65" ZPos="215.83" MapID="50" />
<POI IngameVisibility="true" Type="mycategory" XPos="169.81" YPos="210.65" ZPos="215.83" MapID="50" />
<POI IngameVisibility="1" Type="mycategory" XPos="169.81" YPos="210.65" ZPos="215.83" MapID="50" />
<POI BHIngameVisibility="false" Type="mycategory" XPos="169.81" YPos="210.65" ZPos="215.83" MapID="50" />
<POI BHIngameVisibility="0" Type="mycategory" XPos="169.81" YPos="210.65" ZPos="215.83" MapID="50" />
<POI BHIngameVisibility="true" Type="mycategory" XPos="169.81" YPos="210.65" ZPos="215.83" MapID="50" />
<POI BHIngameVisibility="1" Type="mycategory" XPos="169.81" YPos="210.65" ZPos="215.83" MapID="50" />
<Trail IngameVisibility="false" Type="mycategory" />
<Trail IngameVisibility="0" Type="mycategory" />
<Trail IngameVisibility="true" Type="mycategory" />
<Trail IngameVisibility="1" Type="mycategory" />
<Trail BHIngameVisibility="false" Type="mycategory" />
<Trail BHIngameVisibility="0" Type="mycategory" />
<Trail BHIngameVisibility="true" Type="mycategory" />
<Trail BHIngameVisibility="1" Type="mycategory" />
</POIs>
</OverlayData>
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<OverlayData>
<MarkerCategory DisplayName="My Category" ID="KOjMBsKTXpY=" Name="mycategory">
</MarkerCategory>

<POIs>
<POI Type="mycategory" MapID="50" XPos="169.809998" YPos="210.649994" ZPos="215.830002" IngameVisibility="false"/>
<POI Type="mycategory" MapID="50" XPos="169.809998" YPos="210.649994" ZPos="215.830002" IngameVisibility="false"/>
<POI Type="mycategory" MapID="50" XPos="169.809998" YPos="210.649994" ZPos="215.830002" IngameVisibility="true"/>
<POI Type="mycategory" MapID="50" XPos="169.809998" YPos="210.649994" ZPos="215.830002" IngameVisibility="true"/>
<POI Type="mycategory" MapID="50" XPos="169.809998" YPos="210.649994" ZPos="215.830002" IngameVisibility="false"/>
<POI Type="mycategory" MapID="50" XPos="169.809998" YPos="210.649994" ZPos="215.830002" IngameVisibility="false"/>
<POI Type="mycategory" MapID="50" XPos="169.809998" YPos="210.649994" ZPos="215.830002" IngameVisibility="true"/>
<POI Type="mycategory" MapID="50" XPos="169.809998" YPos="210.649994" ZPos="215.830002" IngameVisibility="true"/>
<Trail Type="mycategory" IngameVisibility="false"/>
<Trail Type="mycategory" IngameVisibility="false"/>
<Trail Type="mycategory" IngameVisibility="true"/>
<Trail Type="mycategory" IngameVisibility="true"/>
<Trail Type="mycategory" IngameVisibility="false"/>
<Trail Type="mycategory" IngameVisibility="false"/>
<Trail Type="mycategory" IngameVisibility="true"/>
<Trail Type="mycategory" IngameVisibility="true"/>
</POIs>
</OverlayData>
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@@ -0,0 +1,5 @@
input_paths:
"pack": "xml"
expected_stdout: |
expected_stderr: |
expected_returncode: 0
4 changes: 2 additions & 2 deletions xml_converter/proto/waypoint.proto
Original file line number Diff line number Diff line change
Expand Up @@ -55,10 +55,10 @@ message Icon {
SpecializationFilter specialization_filter = 31;
SpeciesFilter species_filter = 32;
CullChirality cull_chirality = 33;
bool is_hidden_ingame = 34;
bool is_hidden_on_map = 35;

float tentative__scale = 2048;
bool tentative__render_ingame = 2049;
bool tentative__render_on_minimap = 2051;
string bhdraft__schedule = 2052;
float bhdraft__schedule_duration = 2053;
Expand Down Expand Up @@ -87,9 +87,9 @@ message Trail {
SpeciesFilter species_filter = 28;
int32 map_display_size = 29;
CullChirality cull_chirality = 30;
bool is_hidden_ingame = 31;
bool is_hidden_on_map = 32;

bool tentative__render_ingame = 2049;
bool tentative__render_on_minimap = 2051;
string bhdraft__schedule = 2052;
float bhdraft__schedule_duration = 2053;
Expand Down
12 changes: 6 additions & 6 deletions xml_converter/src/icon_gen.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -182,10 +182,10 @@ bool Icon::init_xml_attribute(rapidxml::xml_attribute<>* attribute, vector<XMLEr
xml_attribute_to_profession_filter(attribute, errors, state, &(this->profession_filter), &(this->profession_filter_is_set));
}
else if (attributename == "ingamevisibility") {
xml_attribute_to_bool(attribute, errors, state, &(this->render_ingame), &(this->render_ingame_is_set));
inverted_xml_attribute_to_bool(attribute, errors, state, &(this->render_ingame), &(this->render_ingame_is_set));
}
else if (attributename == "bhingamevisibility") {
xml_attribute_to_bool(attribute, errors, state, &(this->render_ingame), &(this->render_ingame_is_set));
inverted_xml_attribute_to_bool(attribute, errors, state, &(this->render_ingame), &(this->render_ingame_is_set));
}
else if (attributename == "mapvisibility") {
inverted_xml_attribute_to_bool(attribute, errors, state, &(this->render_on_map), &(this->render_on_map_is_set));
Expand Down Expand Up @@ -364,7 +364,7 @@ vector<string> Icon::as_xml(XMLWriterState* state) const {
xml_node_contents.push_back(profession_filter_to_xml_attribute("Profession", state, &this->profession_filter));
}
if (this->render_ingame_is_set) {
xml_node_contents.push_back(bool_to_xml_attribute("IngameVisibility", state, &this->render_ingame));
xml_node_contents.push_back(bool_to_inverted_xml_attribute("IngameVisibility", state, &this->render_ingame));
}
if (this->render_on_map_is_set) {
xml_node_contents.push_back(bool_to_inverted_xml_attribute("MapVisibility", state, &this->render_on_map));
Expand Down Expand Up @@ -540,7 +540,7 @@ waypoint::Icon Icon::as_protobuf(ProtoWriterState* state) const {
profession_filter_to_proto(this->profession_filter, state, setter);
}
if (this->render_ingame_is_set) {
std::function<void(bool)> setter = [&proto_icon](bool val) { proto_icon.set_tentative__render_ingame(val); };
std::function<void(bool)> setter = [&proto_icon](bool val) { proto_icon.set_is_hidden_ingame(val); };
bool_to_proto(this->render_ingame, state, setter);
}
if (this->render_on_map_is_set) {
Expand Down Expand Up @@ -695,8 +695,8 @@ void Icon::parse_protobuf(waypoint::Icon proto_icon, ProtoReaderState* state) {
if (proto_icon.has_profession_filter()) {
proto_to_profession_filter(proto_icon.profession_filter(), state, &(this->profession_filter), &(this->profession_filter_is_set));
}
if (proto_icon.tentative__render_ingame() != 0) {
proto_to_bool(proto_icon.tentative__render_ingame(), state, &(this->render_ingame), &(this->render_ingame_is_set));
if (proto_icon.is_hidden_ingame() != 0) {
proto_to_bool(proto_icon.is_hidden_ingame(), state, &(this->render_ingame), &(this->render_ingame_is_set));
}
if (proto_icon.is_hidden_on_map() != 0) {
proto_to_bool(proto_icon.is_hidden_on_map(), state, &(this->render_on_map), &(this->render_on_map_is_set));
Expand Down
12 changes: 6 additions & 6 deletions xml_converter/src/trail_gen.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -104,10 +104,10 @@ bool Trail::init_xml_attribute(rapidxml::xml_attribute<>* attribute, vector<XMLE
xml_attribute_to_profession_filter(attribute, errors, state, &(this->profession_filter), &(this->profession_filter_is_set));
}
else if (attributename == "ingamevisibility") {
xml_attribute_to_bool(attribute, errors, state, &(this->render_ingame), &(this->render_ingame_is_set));
inverted_xml_attribute_to_bool(attribute, errors, state, &(this->render_ingame), &(this->render_ingame_is_set));
}
else if (attributename == "bhingamevisibility") {
xml_attribute_to_bool(attribute, errors, state, &(this->render_ingame), &(this->render_ingame_is_set));
inverted_xml_attribute_to_bool(attribute, errors, state, &(this->render_ingame), &(this->render_ingame_is_set));
}
else if (attributename == "mapvisibility") {
inverted_xml_attribute_to_bool(attribute, errors, state, &(this->render_on_map), &(this->render_on_map_is_set));
Expand Down Expand Up @@ -214,7 +214,7 @@ vector<string> Trail::as_xml(XMLWriterState* state) const {
xml_node_contents.push_back(profession_filter_to_xml_attribute("Profession", state, &this->profession_filter));
}
if (this->render_ingame_is_set) {
xml_node_contents.push_back(bool_to_xml_attribute("IngameVisibility", state, &this->render_ingame));
xml_node_contents.push_back(bool_to_inverted_xml_attribute("IngameVisibility", state, &this->render_ingame));
}
if (this->render_on_map_is_set) {
xml_node_contents.push_back(bool_to_inverted_xml_attribute("MapVisibility", state, &this->render_on_map));
Expand Down Expand Up @@ -314,7 +314,7 @@ waypoint::Trail Trail::as_protobuf(ProtoWriterState* state) const {
profession_filter_to_proto(this->profession_filter, state, setter);
}
if (this->render_ingame_is_set) {
std::function<void(bool)> setter = [&proto_trail](bool val) { proto_trail.set_tentative__render_ingame(val); };
std::function<void(bool)> setter = [&proto_trail](bool val) { proto_trail.set_is_hidden_ingame(val); };
bool_to_proto(this->render_ingame, state, setter);
}
if (this->render_on_map_is_set) {
Expand Down Expand Up @@ -405,8 +405,8 @@ void Trail::parse_protobuf(waypoint::Trail proto_trail, ProtoReaderState* state)
if (proto_trail.has_profession_filter()) {
proto_to_profession_filter(proto_trail.profession_filter(), state, &(this->profession_filter), &(this->profession_filter_is_set));
}
if (proto_trail.tentative__render_ingame() != 0) {
proto_to_bool(proto_trail.tentative__render_ingame(), state, &(this->render_ingame), &(this->render_ingame_is_set));
if (proto_trail.is_hidden_ingame() != 0) {
proto_to_bool(proto_trail.is_hidden_ingame(), state, &(this->render_ingame), &(this->render_ingame_is_set));
}
if (proto_trail.is_hidden_on_map() != 0) {
proto_to_bool(proto_trail.is_hidden_on_map(), state, &(this->render_on_map), &(this->render_on_map_is_set));
Expand Down

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