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