/* Copyright (C) 2010 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "ObjectManager.h" #include "graphics/ObjectBase.h" #include "graphics/ObjectEntry.h" #include "ps/CLogger.h" #include "ps/Game.h" #include "ps/Profile.h" #include "ps/Filesystem.h" #include "simulation2/Simulation2.h" #include "simulation2/components/ICmpVisual.h" template static void delete_pair_2nd(std::pair v) { delete v.second; } template struct second_equals { T x; second_equals(const T& x) : x(x) {} template bool operator()(const S& v) { return v.second == x; } }; bool CObjectManager::ObjectKey::operator< (const CObjectManager::ObjectKey& a) const { if (ActorName < a.ActorName) return true; else if (ActorName > a.ActorName) return false; else return ActorVariation < a.ActorVariation; } static LibError ReloadChangedFileCB(void* param, const VfsPath& path) { return static_cast(param)->ReloadChangedFile(path); } CObjectManager::CObjectManager(CMeshManager& meshManager, CSkeletonAnimManager& skeletonAnimManager, CSimulation2& simulation) : m_MeshManager(meshManager), m_SkeletonAnimManager(skeletonAnimManager), m_Simulation(simulation) { RegisterFileReloadFunc(ReloadChangedFileCB, this); } CObjectManager::~CObjectManager() { UnloadObjects(); UnregisterFileReloadFunc(ReloadChangedFileCB, this); } CObjectBase* CObjectManager::FindObjectBase(const CStrW& objectname) { debug_assert(!objectname.empty()); // See if the base type has been loaded yet: std::map::iterator it = m_ObjectBases.find(objectname); if (it != m_ObjectBases.end()) return it->second; // Not already loaded, so try to load it: CObjectBase* obj = new CObjectBase(*this); VfsPath pathname = VfsPath("art/actors/") / objectname; if (obj->Load(pathname)) { m_ObjectBases[objectname] = obj; return obj; } else delete obj; LOGERROR(L"CObjectManager::FindObjectBase(): Cannot find object '%ls'", objectname.c_str()); return 0; } CObjectEntry* CObjectManager::FindObject(const CStrW& objname) { std::vector > selections; // TODO - should this really be empty? return FindObjectVariation(objname, selections); } CObjectEntry* CObjectManager::FindObjectVariation(const CStrW& objname, const std::vector >& selections) { CObjectBase* base = FindObjectBase(objname); if (! base) return NULL; return FindObjectVariation(base, selections); } CObjectEntry* CObjectManager::FindObjectVariation(CObjectBase* base, const std::vector >& selections) { PROFILE("object variation loading"); // Look to see whether this particular variation has already been loaded std::vector choices = base->CalculateVariationKey(selections); ObjectKey key (base->m_Pathname.string(), choices); std::map::iterator it = m_Objects.find(key); if (it != m_Objects.end()) return it->second; // If it hasn't been loaded, load it now CObjectEntry* obj = new CObjectEntry(base); // TODO: type ? // TODO (for some efficiency): use the pre-calculated choices for this object, // which has already worked out what to do for props, instead of passing the // selections into BuildVariation and having it recalculate the props' choices. if (! obj->BuildVariation(selections, choices, *this)) { DeleteObject(obj); return NULL; } m_Objects[key] = obj; return obj; } void CObjectManager::DeleteObject(CObjectEntry* entry) { std::map::iterator it; while (m_Objects.end() != (it = find_if(m_Objects.begin(), m_Objects.end(), second_equals(entry)))) m_Objects.erase(it); delete entry; } void CObjectManager::UnloadObjects() { std::for_each( m_Objects.begin(), m_Objects.end(), delete_pair_2nd ); m_Objects.clear(); std::for_each( m_ObjectBases.begin(), m_ObjectBases.end(), delete_pair_2nd ); m_ObjectBases.clear(); } LibError CObjectManager::ReloadChangedFile(const VfsPath& path) { for (std::map::iterator it = m_ObjectBases.begin(); it != m_ObjectBases.end(); ++it) { if (it->second->m_Pathname == path) { it->second->Reload(); // Slightly ugly hack: The graphics system doesn't preserve enough information to regenerate the // object with all correct variations, and we don't want to waste space storing it just for the // rare occurrence of hotloading, so we'll tell the component (which does preserve the information) // to do the reloading itself const CSimulation2::InterfaceListUnordered& cmps = m_Simulation.GetEntitiesWithInterfaceUnordered(IID_Visual); for (CSimulation2::InterfaceListUnordered::const_iterator eit = cmps.begin(); eit != cmps.end(); ++eit) static_cast(eit->second)->Hotload(it->first); } } return INFO::OK; }