1 /* Copyright (C) 2017 Wildfire Games.
2  * This file is part of 0 A.D.
3  *
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.
8  *
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.
13  *
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/>.
16  */
17 
18 #ifndef INCLUDED_TEMPLATELOADER
19 #define INCLUDED_TEMPLATELOADER
20 
21 #include "simulation2/system/ParamNode.h"
22 
23 enum ETemplatesType
24 {
25 	ALL_TEMPLATES,
26 	ACTOR_TEMPLATES,
27 	SIMULATION_TEMPLATES
28 };
29 
30 /**
31  * Template loader: Handles the loading of entity template files for:
32  * - the initialisation and deserialization of entity components in the
33  *   simulation (CmpTemplateManager).
34  * - access to actor templates, obstruction data, etc. in RMS/RMGEN
35  * - access to various templates in the GUI, to display faction specificities
36  *
37  * Template names are intentionally restricted to ASCII strings for storage/serialization
38  * efficiency (we have a lot of strings so this is significant);
39  * they correspond to filenames so they shouldn't contain non-ASCII anyway.
40  *
41  *
42  * TODO: Find a way to validate templates outside of the simulation.
43  */
44 class CTemplateLoader
45 {
46 public:
CTemplateLoader()47 	CTemplateLoader()
48 	{
49 	}
50 
51 	/**
52 	 * Provides the file data for requested template.
53 	 */
54 	const CParamNode& GetTemplateFileData(const std::string& templateName);
55 
56 	/**
57 	 * Check if the template XML file exits, without trying to load it.
58 	 */
59 	bool TemplateExists(const std::string& templateName) const;
60 
61 	/**
62 	 * Returns a list of strings that could be validly passed as @c templateName to LoadTemplateFile.
63 	 * (This includes "actor|foo" etc names).
64 	 */
65 	std::vector<std::string> FindTemplates(const std::string& path, bool includeSubdirectories, ETemplatesType templatesType) const;
66 
67 private:
68 	/**
69 	 * (Re)loads the given template, regardless of whether it exists already,
70 	 * and saves into m_TemplateFileData. Also loads any parents that are not yet
71 	 * loaded. Returns false on error.
72 	 * @param templateName XML filename to load (not a |-separated string)
73 	 */
74 	bool LoadTemplateFile(const std::string& templateName, int depth);
75 
76 	/**
77 	 * Constructs a standard static-decorative-object template for the given actor
78 	 */
79 	void ConstructTemplateActor(const std::string& actorName, CParamNode& out);
80 
81 	/**
82 	 * Map from template name (XML filename or special |-separated string) to the most recently
83 	 * loaded non-broken template data. This includes files that will fail schema validation.
84 	 * (Failed loads won't remove existing entries under the same name, so we behave more nicely
85 	 * when hotloading broken files)
86 	 */
87 	std::map<std::string, CParamNode> m_TemplateFileData;
88 };
89 
90 #endif // INCLUDED_TEMPLATELOADER
91