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							- /*
 
-  * 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 CModInfo;
 
- /// 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
 
- {
 
- 	/// preloads all data from fileList as data from modName.
 
- 	bool preloadModData(const std::string & modName, JsonNode modConfig, bool validate);
 
- 	/// actually loads data in mod
 
- 	bool loadMod(const std::string & modName, bool validate);
 
- 	std::map<std::string, ContentTypeHandler> handlers;
 
- 	bool validateMod(const CModInfo & mod) const;
 
- public:
 
- 	void init();
 
- 	/// preloads all data from fileList as data from modName.
 
- 	void preloadData(CModInfo & mod);
 
- 	/// actually loads data in mod
 
- 	void load(CModInfo & mod);
 
- 	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
 
 
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