exportmain.cpp
Code:#include <boost/property_tree/ptree.hpp>
#include <boost/property_tree/xml_parser.hpp>
// Create an empty property tree object
using boost::property_tree::ptree;
#include "kwxport.h"
#include "resource.h"
#ifndef __TCONVERT_H__
#define __TCONVERT_H__
#endif
#ifndef _INC_TCHAR
# include <tchar.h>
#endif
#ifndef _INC_CRTDBG
# include <crtdbg.h>
#endif
#ifndef _WINDOWS_
# include <windows.h>
#endif
#include <d3dx9xof.h>
#include "rmxftmpl.h"
#include "rmxfguid.h"
#include <d3dx9mesh.h>
#include <dbghelp.h>
#include <plugapi.h>
#include <hold.h>
#include <quat.h>
#include <IDxMaterial.h>
#include <IPathConfigMgr.h>
#include <crtdbg.h>
#include <maxapi.h>
#include <interval.h>
#include <set>
#include <algorithm>
#include <sstream>
//#include "kwlog.h"
#include "exportmain.h"
exportmain.h
How can I make boost::property_tree::ptree get recognized by the compiler?Code:#include <set>
...
class IGameExporter : public SceneExport, public Settings {
public:
std::vector<IGameNode *> animated_;
IGameScene * igame_;
Interface * core_;
std::wstring name_;
std::map<std::wstring, std::wstring> textureCopy_;
char exportTime_[100];
TimeValue coreFrame_;
int ExtCount(); // Number of extensions supported
const MCHAR * Ext(int n); // Extension #n (i.e. "3DS")
const MCHAR * LongDesc(); // Long ASCII description (i.e. "Autodesk 3D Studio File")
const MCHAR * ShortDesc(); // Short ASCII description (i.e. "3D Studio")
const MCHAR * AuthorName(); // ASCII Author name
const MCHAR * CopyrightMessage(); // ASCII Copyright message
const MCHAR * OtherMessage1(); // Other message #1
const MCHAR * OtherMessage2(); // Other message #2
unsigned int Version(); // Version number * 100 (i.e. v3.01 = 301)
void ShowAbout(HWND hWnd); // Show DLL's "About..." box
BOOL SupportsOptions(int ext, DWORD options);
int DoExport(const MCHAR *name,ExpInterface *ei,Interface *i, BOOL suppressPrompts=FALSE, DWORD options=0);
void WriteXFile(IGameScene * ig, MCHAR const * name);
template<typename T> void ExportNode(IGameScene * ig, IGameNode * node, T * root, bool selected);
void WriteGeometry(IGameScene * ig, IGameNode * node, IGameObject * obj, ID3DXFileSaveData * frame);
void WriteGeometry2(IGameScene * ig, IGameNode * node, IGameObject * obj, ID3DXFileSaveData * frame);
static DWORD VertexAdd(std::vector<FatVert> & vec, std::vector<std::pair<float, DWORD> > & acc, FatVert const & fv);
void ExportAnimations(ID3DXFileSaveObject * save);
void ExportFileData(ID3DXFileSaveObject * save);
IGameExporter();
~IGameExporter();
private:
boost::property_tree::ptree mSimData;
};
Thanks
Jack