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forked from 0ad/0ad
0ad/source/ps/TemplateLoader.h
leper 84674911cc Switch back to an unplaceable filter for templates.
This removes FindAllPlaceableTemplates, replaces the few uses of it by
FindAllTemplates,
and makes that ignore all templates starting with special/ in addition
to those starting
with template_.

Now modders can use entirely different template organization schemes
(more folders, different
folders, etc) without having to edit a file that was never well
documented.

In conjunction with a few of the template moving patches preceding this
rubble/ and other/catafalque
are now placeable. The former now does not decay anymore and users that
want that should use the
decay| filter, the latter will be taken care of in #4762.

Return to making FindAllTemplates return all placeable templates again
(switch to unplaceable filter).

To reiterate the main point: Only templates starting with special/ or
template_ will not show up as
placeable in Atlas (or show up to code querying for all (placeable)
templates. If you want to add more
of those use one of these naming schemes (and possibly subfolders in
special/).

Reviewed By: fatherbushido
Differential Revision: https://code.wildfiregames.com/D935
This was SVN commit r20246.
2017-09-30 15:22:51 +00:00

92 lines
3.1 KiB
C++

/* Copyright (C) 2017 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_TEMPLATELOADER
#define INCLUDED_TEMPLATELOADER
#include "simulation2/system/ParamNode.h"
#include "scriptinterface/ScriptInterface.h"
enum ETemplatesType
{
ALL_TEMPLATES,
ACTOR_TEMPLATES,
SIMULATION_TEMPLATES
};
/**
* Template loader: Handles the loading of entity template files for:
* - the initialisation and deserialization of entity components in the
* simulation (CmpTemplateManager).
* - access to actor templates, obstruction data, etc. in RMS/RMGEN
* - access to various templates in the GUI, to display faction specificities
*
* Template names are intentionally restricted to ASCII strings for storage/serialization
* efficiency (we have a lot of strings so this is significant);
* they correspond to filenames so they shouldn't contain non-ASCII anyway.
*
*
* TODO: Find a way to validate templates outside of the simulation.
*/
class CTemplateLoader
{
public:
CTemplateLoader()
{
}
/**
* Provides the file data for requested template.
*/
const CParamNode& GetTemplateFileData(const std::string& templateName);
/**
* Check if the template XML file exits, without trying to load it.
*/
bool TemplateExists(const std::string& templateName) const;
/**
* Returns a list of strings that could be validly passed as @c templateName to LoadTemplateFile.
* (This includes "actor|foo" etc names).
*/
std::vector<std::string> FindTemplates(const std::string& path, bool includeSubdirectories, ETemplatesType templatesType) const;
private:
/**
* (Re)loads the given template, regardless of whether it exists already,
* and saves into m_TemplateFileData. Also loads any parents that are not yet
* loaded. Returns false on error.
* @param templateName XML filename to load (not a |-separated string)
*/
bool LoadTemplateFile(const std::string& templateName, int depth);
/**
* Constructs a standard static-decorative-object template for the given actor
*/
void ConstructTemplateActor(const std::string& actorName, CParamNode& out);
/**
* Map from template name (XML filename or special |-separated string) to the most recently
* loaded non-broken template data. This includes files that will fail schema validation.
* (Failed loads won't remove existing entries under the same name, so we behave more nicely
* when hotloading broken files)
*/
std::map<std::string, CParamNode> m_TemplateFileData;
};
#endif // INCLUDED_TEMPLATELOADER