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264ffcb6f7
Just fix some typos.
422 lines
13 KiB
C++
422 lines
13 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __DECLMANAGER_H__
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#define __DECLMANAGER_H__
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/*
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===============================================================================
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Declaration Manager
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All "small text" data types, like materials, sound shaders, fx files,
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entity defs, etc. are managed uniformly, allowing reloading, purging,
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listing, printing, etc. All "large text" data types that never have more
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than one declaration in a given file, like maps, models, AAS files, etc.
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are not handled here.
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A decl will never, ever go away once it is created. The manager is
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garranteed to always return the same decl pointer for a decl type/name
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combination. The index of a decl in the per type list also stays the
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same throughout the lifetime of the engine. Although the pointer to
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a decl always stays the same, one should never maintain pointers to
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data inside decls. The data stored in a decl is not garranteed to stay
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the same for more than one engine frame.
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The decl indexes of explicitely defined decls are garrenteed to be
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consistent based on the parsed decl files. However, the indexes of
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implicit decls may be different based on the order in which levels
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are loaded.
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The decl namespaces are separate for each type. Comments for decls go
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above the text definition to keep them associated with the proper decl.
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During decl parsing, errors should never be issued, only warnings
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followed by a call to MakeDefault().
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===============================================================================
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*/
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typedef enum
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{
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DECL_TABLE = 0,
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DECL_MATERIAL,
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DECL_SKIN,
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DECL_SOUND,
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DECL_ENTITYDEF,
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DECL_MODELDEF,
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DECL_FX,
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DECL_PARTICLE,
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DECL_AF,
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DECL_PDA,
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DECL_VIDEO,
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DECL_AUDIO,
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DECL_EMAIL,
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DECL_MODELEXPORT,
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DECL_MAPDEF,
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// new decl types can be added here
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DECL_MAX_TYPES = 32
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} declType_t;
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typedef enum
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{
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DS_UNPARSED,
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DS_DEFAULTED, // set if a parse failed due to an error, or the lack of any source
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DS_PARSED
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} declState_t;
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const int DECL_LEXER_FLAGS = LEXFL_NOSTRINGCONCAT | // multiple strings separated by whitespaces are not concatenated
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LEXFL_NOSTRINGESCAPECHARS | // no escape characters inside strings
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LEXFL_ALLOWPATHNAMES | // allow path seperators in names
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LEXFL_ALLOWMULTICHARLITERALS | // allow multi character literals
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LEXFL_ALLOWBACKSLASHSTRINGCONCAT | // allow multiple strings separated by '\' to be concatenated
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LEXFL_NOFATALERRORS; // just set a flag instead of fatal erroring
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class idDeclBase
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{
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public:
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virtual ~idDeclBase() {};
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virtual const char* GetName() const = 0;
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virtual declType_t GetType() const = 0;
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virtual declState_t GetState() const = 0;
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virtual bool IsImplicit() const = 0;
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virtual bool IsValid() const = 0;
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virtual void Invalidate() = 0;
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virtual void Reload() = 0;
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virtual void EnsureNotPurged() = 0;
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virtual int Index() const = 0;
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virtual int GetLineNum() const = 0;
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virtual const char* GetFileName() const = 0;
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virtual void GetText( char* text ) const = 0;
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virtual int GetTextLength() const = 0;
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virtual void SetText( const char* text ) = 0;
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virtual bool ReplaceSourceFileText() = 0;
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virtual bool SourceFileChanged() const = 0;
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virtual void MakeDefault() = 0;
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virtual bool EverReferenced() const = 0;
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virtual bool SetDefaultText() = 0;
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virtual const char* DefaultDefinition() const = 0;
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virtual bool Parse( const char* text, const int textLength, bool allowBinaryVersion ) = 0;
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virtual void FreeData() = 0;
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virtual size_t Size() const = 0;
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virtual void List() const = 0;
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virtual void Print() const = 0;
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};
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class idDecl
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{
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public:
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// The constructor should initialize variables such that
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// an immediate call to FreeData() does no harm.
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idDecl()
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{
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base = NULL;
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}
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virtual ~idDecl() {};
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// Returns the name of the decl.
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const char* GetName() const
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{
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return base->GetName();
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}
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// Returns the decl type.
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declType_t GetType() const
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{
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return base->GetType();
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}
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// Returns the decl state which is usefull for finding out if a decl defaulted.
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declState_t GetState() const
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{
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return base->GetState();
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}
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// Returns true if the decl was defaulted or the text was created with a call to SetDefaultText.
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bool IsImplicit() const
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{
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return base->IsImplicit();
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}
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// The only way non-manager code can have an invalid decl is if the *ByIndex()
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// call was used with forceParse = false to walk the lists to look at names
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// without touching the media.
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bool IsValid() const
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{
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return base->IsValid();
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}
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// Sets state back to unparsed.
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// Used by decl editors to undo any changes to the decl.
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void Invalidate()
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{
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base->Invalidate();
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}
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// if a pointer might possible be stale from a previous level,
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// call this to have it re-parsed
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void EnsureNotPurged()
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{
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base->EnsureNotPurged();
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}
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// Returns the index in the per-type list.
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int Index() const
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{
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return base->Index();
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}
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// Returns the line number the decl starts.
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int GetLineNum() const
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{
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return base->GetLineNum();
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}
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// Returns the name of the file in which the decl is defined.
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const char* GetFileName() const
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{
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return base->GetFileName();
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}
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// Returns the decl text.
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void GetText( char* text ) const
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{
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base->GetText( text );
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}
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// Returns the length of the decl text.
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int GetTextLength() const
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{
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return base->GetTextLength();
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}
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// Sets new decl text.
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void SetText( const char* text )
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{
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base->SetText( text );
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}
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// Saves out new text for the decl.
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// Used by decl editors to replace the decl text in the source file.
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bool ReplaceSourceFileText()
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{
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return base->ReplaceSourceFileText();
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}
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// Returns true if the source file changed since it was loaded and parsed.
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bool SourceFileChanged() const
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{
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return base->SourceFileChanged();
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}
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// Frees data and makes the decl a default.
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void MakeDefault()
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{
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base->MakeDefault();
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}
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// Returns true if the decl was ever referenced.
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bool EverReferenced() const
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{
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return base->EverReferenced();
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}
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public:
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// Sets textSource to a default text if necessary.
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// This may be overridden to provide a default definition based on the
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// decl name. For instance materials may default to an implicit definition
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// using a texture with the same name as the decl.
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virtual bool SetDefaultText()
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{
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return base->SetDefaultText();
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}
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// Each declaration type must have a default string that it is guaranteed
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// to parse acceptably. When a decl is not explicitly found, is purged, or
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// has an error while parsing, MakeDefault() will do a FreeData(), then a
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// Parse() with DefaultDefinition(). The defaultDefintion should start with
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// an open brace and end with a close brace.
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virtual const char* DefaultDefinition() const
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{
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return base->DefaultDefinition();
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}
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// The manager will have already parsed past the type, name and opening brace.
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// All necessary media will be touched before return.
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// The manager will have called FreeData() before issuing a Parse().
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// The subclass can call MakeDefault() internally at any point if
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// there are parse errors.
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virtual bool Parse( const char* text, const int textLength, bool allowBinaryVersion = false )
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{
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return base->Parse( text, textLength, allowBinaryVersion );
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}
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// Frees any pointers held by the subclass. This may be called before
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// any Parse(), so the constructor must have set sane values. The decl will be
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// invalid after issuing this call, but it will always be immediately followed
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// by a Parse()
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virtual void FreeData()
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{
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base->FreeData();
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}
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// Returns the size of the decl in memory.
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virtual size_t Size() const
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{
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return base->Size();
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}
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// If this isn't overridden, it will just print the decl name.
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// The manager will have printed 7 characters on the line already,
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// containing the reference state and index number.
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virtual void List() const
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{
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base->List();
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}
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// The print function will already have dumped the text source
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// and common data, subclasses can override this to dump more
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// explicit data.
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virtual void Print() const
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{
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base->Print();
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}
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public:
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idDeclBase* base;
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};
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template< class type >
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ID_INLINE idDecl* idDeclAllocator()
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{
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return new( TAG_DECL ) type;
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}
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class idMaterial;
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class idDeclSkin;
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class idSoundShader;
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class idDeclManager
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{
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public:
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virtual ~idDeclManager() {}
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virtual void Init() = 0;
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virtual void Init2() = 0;
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virtual void Shutdown() = 0;
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virtual void Reload( bool force ) = 0;
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virtual void BeginLevelLoad() = 0;
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virtual void EndLevelLoad() = 0;
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// Registers a new decl type.
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virtual void RegisterDeclType( const char* typeName, declType_t type, idDecl * ( *allocator )() ) = 0;
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// Registers a new folder with decl files.
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virtual void RegisterDeclFolder( const char* folder, const char* extension, declType_t defaultType ) = 0;
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// Returns a checksum for all loaded decl text.
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virtual int GetChecksum() const = 0;
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// Returns the number of decl types.
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virtual int GetNumDeclTypes() const = 0;
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// Returns the type name for a decl type.
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virtual const char* GetDeclNameFromType( declType_t type ) const = 0;
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// Returns the decl type for a type name.
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virtual declType_t GetDeclTypeFromName( const char* typeName ) const = 0;
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// If makeDefault is true, a default decl of appropriate type will be created
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// if an explicit one isn't found. If makeDefault is false, NULL will be returned
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// if the decl wasn't explcitly defined.
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virtual const idDecl* FindType( declType_t type, const char* name, bool makeDefault = true ) = 0;
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virtual const idDecl* FindDeclWithoutParsing( declType_t type, const char* name, bool makeDefault = true ) = 0;
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virtual void ReloadFile( const char* filename, bool force ) = 0;
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// Returns the number of decls of the given type.
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virtual int GetNumDecls( declType_t type ) = 0;
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// The complete lists of decls can be walked to populate editor browsers.
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// If forceParse is set false, you can get the decl to check name / filename / etc.
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// without causing it to parse the source and load media.
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virtual const idDecl* DeclByIndex( declType_t type, int index, bool forceParse = true ) = 0;
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// List and print decls.
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virtual void ListType( const idCmdArgs& args, declType_t type ) = 0;
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virtual void PrintType( const idCmdArgs& args, declType_t type ) = 0;
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// Creates a new default decl of the given type with the given name in
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// the given file used by editors to create a new decls.
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virtual idDecl* CreateNewDecl( declType_t type, const char* name, const char* fileName ) = 0;
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// BSM - Added for the material editors rename capabilities
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virtual bool RenameDecl( declType_t type, const char* oldName, const char* newName ) = 0;
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// When media files are loaded, a reference line can be printed at a
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// proper indentation if decl_show is set
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virtual void MediaPrint( VERIFY_FORMAT_STRING const char* fmt, ... ) = 0;
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virtual void WritePrecacheCommands( idFile* f ) = 0;
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// Convenience functions for specific types.
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virtual const idMaterial* FindMaterial( const char* name, bool makeDefault = true ) = 0;
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virtual const idDeclSkin* FindSkin( const char* name, bool makeDefault = true ) = 0;
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virtual const idSoundShader* FindSound( const char* name, bool makeDefault = true ) = 0;
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virtual const idMaterial* MaterialByIndex( int index, bool forceParse = true ) = 0;
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virtual const idDeclSkin* SkinByIndex( int index, bool forceParse = true ) = 0;
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virtual const idSoundShader* SoundByIndex( int index, bool forceParse = true ) = 0;
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virtual void Touch( const idDecl* decl ) = 0;
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};
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extern idDeclManager* declManager;
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template< declType_t type >
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ID_INLINE void idListDecls_f( const idCmdArgs& args )
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{
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declManager->ListType( args, type );
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}
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template< declType_t type >
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ID_INLINE void idPrintDecls_f( const idCmdArgs& args )
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{
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declManager->PrintType( args, type );
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}
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#endif /* !__DECLMANAGER_H__ */
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