Line data Source code
1 : /* Copyright (C) 2023 Wildfire Games.
2 : * This file is part of 0 A.D.
3 : *
4 : * 0 A.D. is free software: you can redistribute it and/or modify
5 : * it under the terms of the GNU General Public License as published by
6 : * the Free Software Foundation, either version 2 of the License, or
7 : * (at your option) any later version.
8 : *
9 : * 0 A.D. is distributed in the hope that it will be useful,
10 : * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 : * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 : * GNU General Public License for more details.
13 : *
14 : * You should have received a copy of the GNU General Public License
15 : * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 : */
17 :
18 : #ifndef INCLUDED_TEMPLATELOADER
19 : #define INCLUDED_TEMPLATELOADER
20 :
21 : #include "simulation2/system/ParamNode.h"
22 :
23 : #include <string_view>
24 : #include <unordered_map>
25 :
26 : enum ETemplatesType
27 : {
28 : ALL_TEMPLATES,
29 : ACTOR_TEMPLATES,
30 : SIMULATION_TEMPLATES
31 : };
32 :
33 : /**
34 : * Template loader: Handles the loading of entity template files for:
35 : * - the initialisation and deserialization of entity components in the
36 : * simulation (CmpTemplateManager).
37 : * - access to actor templates, obstruction data, etc. in RMS/RMGEN
38 : * - access to various templates in the GUI, to display faction specificities
39 : *
40 : * Template names are intentionally restricted to ASCII strings for storage/serialization
41 : * efficiency (we have a lot of strings so this is significant);
42 : * they correspond to filenames so they shouldn't contain non-ASCII anyway.
43 : *
44 : *
45 : * TODO: Find a way to validate templates outside of the simulation.
46 : */
47 20 : class CTemplateLoader
48 : {
49 : public:
50 20 : CTemplateLoader()
51 20 : {
52 20 : }
53 :
54 : /**
55 : * Provides the file data for requested template.
56 : */
57 : const CParamNode& GetTemplateFileData(const std::string& templateName);
58 :
59 : /**
60 : * Check if the template XML file exits, without trying to load it.
61 : */
62 : bool TemplateExists(const std::string& templateName) const;
63 :
64 : /**
65 : * Returns a list of strings that could be validly passed as @c templateName to LoadTemplateFile.
66 : * (This includes "actor|foo" etc names).
67 : */
68 : std::vector<std::string> FindTemplates(const std::string& path, bool includeSubdirectories, ETemplatesType templatesType) const;
69 :
70 : /**
71 : * Returns a list of strings that could validly be passed as @c templateName to LoadTemplateFile.
72 : * Only returns templates with the specified root name.
73 : */
74 : std::vector<std::string> FindTemplatesWithRootName(const std::string& path, bool includeSubdirectories, ETemplatesType templatesType, const std::string& rootName);
75 :
76 : private:
77 : /**
78 : * (Re)loads the given template, regardless of whether it exists already,
79 : * and saves into m_TemplateFileData. Also loads any parents that are not yet
80 : * loaded. Returns false on error.
81 : * @param templateName - XML filename to load (may be a |-separated string)
82 : * @param compositing - whether this template is an intermediary layer in a |-separated string.
83 : * @param depth - the current recursion depth.
84 : */
85 : bool LoadTemplateFile(CParamNode& node, std::string_view templateName, bool compositing, int depth);
86 :
87 : /**
88 : * Constructs a standard static-decorative-object template for the given actor
89 : */
90 : void ConstructTemplateActor(std::string_view actorName, CParamNode& out);
91 :
92 : /**
93 : * Map from template name (XML filename or special |-separated string) to the most recently
94 : * loaded non-broken template data. This includes files that will fail schema validation.
95 : * (Failed loads won't remove existing entries under the same name, so we behave more nicely
96 : * when hotloading broken files)
97 : */
98 : std::unordered_map<std::string, CParamNode> m_TemplateFileData;
99 : };
100 :
101 : #endif // INCLUDED_TEMPLATELOADER
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