/* * ContentTypeHandler.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #pragma once #include "../json/JsonNode.h" VCMI_LIB_NAMESPACE_BEGIN class IHandlerBase; class CModInfo; /// internal type to handle loading of one data type (e.g. artifacts, creatures) class DLL_LINKAGE ContentTypeHandler { public: struct ModInfo { /// mod data from this mod and for this mod JsonNode modData; /// mod data for this mod from other mods (patches) JsonNode patches; }; /// handler to which all data will be loaded IHandlerBase * handler; std::string objectName; /// contains all loaded H3 data std::vector originalData; std::map modData; ContentTypeHandler(IHandlerBase * handler, const std::string & objectName); /// local version of methods in ContentHandler /// returns true if loading was successful bool preloadModData(const std::string & modName, const std::vector & fileList, bool validate); bool loadMod(const std::string & modName, bool validate); void loadCustom(); void afterLoadFinalization(); }; /// class used to load all game data into handlers. Used only during loading class DLL_LINKAGE CContentHandler { /// preloads all data from fileList as data from modName. bool preloadModData(const std::string & modName, JsonNode modConfig, bool validate); /// actually loads data in mod bool loadMod(const std::string & modName, bool validate); std::map handlers; public: void init(); /// preloads all data from fileList as data from modName. void preloadData(CModInfo & mod); /// actually loads data in mod void load(CModInfo & mod); void loadCustom(); /// all data was loaded, time for final validation / integration void afterLoadFinalization(); const ContentTypeHandler & operator[] (const std::string & name) const; }; VCMI_LIB_NAMESPACE_END