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0ad/source/ps/TemplateLoader.h

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/* 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;
std::vector<std::string> FindPlaceableTemplates(const std::string& path, bool includeSubdirectories, ETemplatesType templatesType, ScriptInterface& scriptInterface) 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);
/**
* Copy the non-interactive components of an entity template (position, actor, etc) into
* a new entity template
*/
void CopyPreviewSubset(CParamNode& out, const CParamNode& in, bool corpse);
/**
* Copy the components of an entity template necessary for a fogged "mirage"
* entity (position, actor) into a new entity template
*/
void CopyMirageSubset(CParamNode& out, const CParamNode& in);
/**
* Copy the components of an entity template necessary for a construction foundation
* (position, actor, armour, health, etc) into a new entity template
*/
void CopyFoundationSubset(CParamNode& out, const CParamNode& in);
/**
* Copy the components of an entity template necessary for a non-foundation construction entity
* into a new entity template
*/
void CopyConstructionSubset(CParamNode& out, const CParamNode& in);
/**
* Copy the components of an entity template necessary for a gatherable resource
* into a new entity template
*/
void CopyResourceSubset(CParamNode& out, const CParamNode& in);
/**
* 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