* Passes text to a render material for parsing. * @param source The text that sould be applied to the idMaterial. */
| 646 | * @param source The text that sould be applied to the idMaterial. |
| 647 | */ |
| 648 | void MaterialDoc::ParseMaterialText(const char* source) { |
| 649 | |
| 650 | /*idLexer src; |
| 651 | src.LoadMemory(source, strlen(source), "material"); |
| 652 | src.SetFlags( |
| 653 | LEXFL_NOSTRINGCONCAT | // multiple strings seperated by whitespaces are not concatenated |
| 654 | LEXFL_NOSTRINGESCAPECHARS | // no escape characters inside strings |
| 655 | LEXFL_ALLOWPATHNAMES | // allow path seperators in names |
| 656 | LEXFL_ALLOWMULTICHARLITERALS | // allow multi character literals |
| 657 | LEXFL_ALLOWBACKSLASHSTRINGCONCAT | // allow multiple strings seperated by '\' to be concatenated |
| 658 | LEXFL_NOFATALERRORS // just set a flag instead of fatal erroring |
| 659 | ); |
| 660 | |
| 661 | //Skip the name becuase the material parsing code expects it |
| 662 | src.SkipUntilString("{");*/ |
| 663 | |
| 664 | //Now let the material parse the text |
| 665 | renderMaterial->Parse(source, strlen(source)); |
| 666 | } |
| 667 | |
| 668 | /** |
| 669 | * Parses the source text from an idMaterial and initializes the editor dictionary representation |