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[0ad.git] / source / ps / TemplateLoader.h
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1 /* Copyright (C) 2022 Wildfire Games.
2 * This file is part of 0 A.D.
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.
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.
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/>.
18 #ifndef INCLUDED_TEMPLATELOADER
19 #define INCLUDED_TEMPLATELOADER
21 #include "simulation2/system/ParamNode.h"
23 #include <string_view>
24 #include <unordered_map>
26 enum ETemplatesType
28 ALL_TEMPLATES,
29 ACTOR_TEMPLATES,
30 SIMULATION_TEMPLATES
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
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.
45 * TODO: Find a way to validate templates outside of the simulation.
47 class CTemplateLoader
49 public:
50 CTemplateLoader()
54 /**
55 * Provides the file data for requested template.
57 const CParamNode& GetTemplateFileData(const std::string& templateName);
59 /**
60 * Check if the template XML file exits, without trying to load it.
62 bool TemplateExists(const std::string& templateName) const;
64 /**
65 * Returns a list of strings that could be validly passed as @c templateName to LoadTemplateFile.
66 * (This includes "actor|foo" etc names).
68 std::vector<std::string> FindTemplates(const std::string& path, bool includeSubdirectories, ETemplatesType templatesType) const;
70 /**
71 * Returns a list of strings that could validly be passed as @c templateName to LoadTemplateFile.
72 * Not ignoring any special directories.
74 std::vector<std::string> FindTemplatesUnrestricted(const std::string& path, bool includeSubdirectories) const;
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.
85 bool LoadTemplateFile(CParamNode& node, std::string_view templateName, bool compositing, int depth);
87 /**
88 * Constructs a standard static-decorative-object template for the given actor
90 void ConstructTemplateActor(std::string_view actorName, CParamNode& out);
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)
98 std::unordered_map<std::string, CParamNode> m_TemplateFileData;
101 #endif // INCLUDED_TEMPLATELOADER