0ad/source/graphics/ObjectManager.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

151 lines
4.5 KiB
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/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_OBJECTMANAGER
#define INCLUDED_OBJECTMANAGER
#include "ps/CStr.h"
#include "lib/file/vfs/vfs_path.h"
#include <set>
#include <map>
#include <memory>
#include <unordered_map>
#include <vector>
class CActorDef;
class CConfigDBHook;
class CMeshManager;
class CObjectBase;
class CObjectEntry;
class CSkeletonAnimManager;
class CSimulation2;
class CTerrain;
///////////////////////////////////////////////////////////////////////////////////////////
// CObjectManager: manager class for all possible actor types
class CObjectManager
{
NONCOPYABLE(CObjectManager);
public:
// Unique identifier of an actor variation
struct ObjectKey
{
ObjectKey(const CStr& identifier, const std::vector<u8>& var)
: ObjectBaseIdentifier(identifier), ActorVariation(var) {}
bool operator< (const CObjectManager::ObjectKey& a) const;
private:
CStr ObjectBaseIdentifier;
std::vector<u8> ActorVariation;
};
/**
* Governs how random variants are selected by ObjectBase
*/
enum class VariantDiversity
{
NONE,
LIMITED,
FULL
};
public:
// constructor, destructor
CObjectManager(CMeshManager& meshManager, CSkeletonAnimManager& skeletonAnimManager, CSimulation2& simulation);
~CObjectManager();
// Provide access to the manager classes for meshes and animations - they're
// needed when objects are being created and so this seems like a convenient
// place to centralise access.
CMeshManager& GetMeshManager() const { return m_MeshManager; }
CSkeletonAnimManager& GetSkeletonAnimManager() const { return m_SkeletonAnimManager; }
void UnloadObjects();
/**
* Get the actor definition for the given path name.
* If the actor cannot be loaded, this will return a placeholder actor.
* @return Success/failure boolean and a valid actor definition.
*/
std::pair<bool, CActorDef&> FindActorDef(const CStrW& actorName);
/**
* Get the object entry for a given actor & the given selections list.
* @param selections - a possibly incomplete list of selections.
* @param seed - the randomness seed to use to complete the random selections.
*/
CObjectEntry* FindObjectVariation(const CActorDef* actor, const std::vector<std::set<CStr>>& selections, uint32_t seed);
/**
* @see FindObjectVariation.
* These take a complete selection. These are pointers to sets that are
* guaranteed to exist (pointers are used to avoid copying the sets).
*/
CObjectEntry* FindObjectVariation(const std::shared_ptr<CObjectBase>& base, const std::vector<const std::set<CStr>*>& completeSelections);
CObjectEntry* FindObjectVariation(const CStrW& objname, const std::vector<const std::set<CStr>*>& completeSelections);
/**
* Get the terrain object that actors managed by this manager should be linked
* with (primarily for the purpose of decals)
*/
CTerrain* GetTerrain();
VariantDiversity GetVariantDiversity() const;
/**
* Reload any scripts that were loaded from the given filename.
* (This is used to implement hotloading.)
*/
Status ReloadChangedFile(const VfsPath& path);
/**
* Reload actors that have a quality setting. Used when changing the actor quality.
*/
void ActorQualityChanged();
/**
* Reload actors. Used when changing the variant diversity.
*/
void VariantDiversityChanged();
CMeshManager& m_MeshManager;
CSkeletonAnimManager& m_SkeletonAnimManager;
CSimulation2& m_Simulation;
u8 m_QualityLevel = 100;
std::unique_ptr<CConfigDBHook> m_QualityHook;
VariantDiversity m_VariantDiversity = VariantDiversity::FULL;
std::unique_ptr<CConfigDBHook> m_VariantDiversityHook;
template<typename T>
struct Hotloadable
{
Hotloadable() = default;
Hotloadable(std::unique_ptr<T>&& ptr) : obj(std::move(ptr)) {}
bool outdated = false;
std::unique_ptr<T> obj;
};
// TODO: define a hash and switch to unordered_map
std::map<ObjectKey, Hotloadable<CObjectEntry>> m_Objects;
std::unordered_map<CStrW, Hotloadable<CActorDef>> m_ActorDefs;
};
#endif