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vcmi/lib/modding/ContentTypeHandler.h

74 lines
1.8 KiB
C++

/*
* 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 ModDescription;
/// internal type to handle loading of one data type (e.g. artifacts, creatures)
class DLL_LINKAGE ContentTypeHandler
{
JsonNode conflictList;
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 entityName;
/// contains all loaded H3 data
std::vector<JsonNode> originalData;
std::map<std::string, ModInfo> 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 JsonNode & 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
{
std::map<std::string, ContentTypeHandler> handlers;
public:
void init();
/// preloads all data from fileList as data from modName.
bool preloadData(const ModDescription & mod, bool validateMod);
/// actually loads data in mod
bool load(const ModDescription & mod, bool validateMod);
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