/* * IHandlerBase.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 VCMI_LIB_NAMESPACE_BEGIN class JsonNode; class Entity; /// base class for all handlers that can be accessed from mod system class DLL_LINKAGE IHandlerBase { protected: static std::string getScopeBuiltin(); /// Calls modhandler. Mostly needed to avoid large number of includes in headers static void registerObject(const std::string & scope, const std::string & type_name, const std::string & name, si32 index); public: /// loads all original game data in vector of json nodes /// dataSize - is number of items that must be loaded (normally - constant from GameConstants) virtual std::vector<JsonNode> loadLegacyData() = 0; /// loads single object into game. Scope is namespace of this object, same as name of source mod virtual void loadObject(std::string scope, std::string name, const JsonNode & data) = 0; virtual void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) = 0; /// allows handlers to alter object configuration before validation and actual load virtual void beforeValidate(JsonNode & object){}; /// allows handler to load some custom internal data before identifier finalization virtual void loadCustom(){}; /// allows handler to do post-loading step for validation or integration of loaded data virtual void afterLoadFinalization(){}; virtual ~IHandlerBase() = default; }; template <class _ObjectID, class _ObjectBase, class _Object, class _ServiceBase> class CHandlerBase : public _ServiceBase, public IHandlerBase { const _Object * getObjectImpl(const int32_t index) const { if(index < 0 || index >= objects.size()) { logMod->error("%s id %d is invalid", getTypeNames()[0], index); throw std::runtime_error("Attempt to access invalid index " + std::to_string(index) + " of type " + getTypeNames().front()); } return objects[index].get(); } public: using ObjectPtr = std::shared_ptr<_Object>; const Entity * getBaseByIndex(const int32_t index) const override { return getObjectImpl(index); } const _ObjectBase * getById(const _ObjectID & id) const override { return getObjectImpl(id.getNum()); } const _ObjectBase * getByIndex(const int32_t index) const override { return getObjectImpl(index); } void forEachBase(const std::function<void(const Entity * entity, bool & stop)> & cb) const override { forEachT(cb); } void forEach(const std::function<void(const _ObjectBase * entity, bool & stop)> & cb) const override { forEachT(cb); } void loadObject(std::string scope, std::string name, const JsonNode & data) override { objects.push_back(loadFromJson(scope, data, name, objects.size())); for(const auto & type_name : getTypeNames()) registerObject(scope, type_name, name, objects.back()->getIndex()); } void loadObject(std::string scope, std::string name, const JsonNode & data, size_t index) override { assert(objects[index] == nullptr); // ensure that this id was not loaded before objects[index] = loadFromJson(scope, data, name, index); for(const auto & type_name : getTypeNames()) registerObject(scope, type_name, name, objects[index]->getIndex()); } const _Object * operator[] (const _ObjectID id) const { return getObjectImpl(id.getNum()); } const _Object * operator[] (int32_t index) const { return getObjectImpl(index); } size_t size() const { return objects.size(); } protected: virtual ObjectPtr loadFromJson(const std::string & scope, const JsonNode & json, const std::string & identifier, size_t index) = 0; virtual const std::vector<std::string> & getTypeNames() const = 0; template<typename ItemType> void forEachT(const std::function<void(const ItemType *, bool &)> & cb) const { bool stop = false; for(auto & object : objects) { cb(object.get(), stop); if(stop) break; } } public: //todo: make private std::vector<ObjectPtr> objects; }; VCMI_LIB_NAMESPACE_END