144 lines
4.7 KiB
C++
144 lines
4.7 KiB
C++
// Copyright 2019-20 Genten Studios
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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//
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// 3. Neither the name of the copyright holder nor the names of its contributors
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// may be used to endorse or promote products derived from this software without
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// specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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#pragma once
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#include <Common/Logger.hpp>
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#include <sol/sol.hpp>
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#include <functional>
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#include <queue>
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#include <vector>
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namespace phx::cms
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{
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/**
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* @brief A class to handle all Mods that require loading.
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*
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* To be used in conjunction with saves. Each save stores a list of mods
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* associated to the world stored.
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*/
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class ModManager
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{
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public:
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/**
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* @brief The status of the ModManager during load.
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*
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* This will help tell if there was an error while loading mods.
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*/
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struct Status
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{
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/// @brief Boolean saying whether the operation was ok or not.
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bool ok;
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/// @brief If the operation failed, the error message will be stored
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/// in this.
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std::string what;
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};
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using ModList = std::vector<std::string>;
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public:
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ModManager() = delete;
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/**
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* @brief Constructs the manager by initializing the Lua state.
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* @param toLoad The list of mods to load.
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* @param paths The list of directories a mod could be found in.
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*
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* The allowance for extra paths to be used makes sure that someone can
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* have mods stored in different directories. This is especially helpful
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* for developers since they can work on their mod and store it
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* somewhere much more convenient for them while still being able to use
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* it.
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*/
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explicit ModManager(const ModList& toLoad, const ModList& paths);
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/**
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* @brief Registers a C++ function into Lua.
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* @tparam F The function signature for the function being registered.
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* @param funcName The name the function should have in the Lua.
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* @param func The function itself, can be a lambda or std::function.
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*
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* FuncName should be laid out like so:
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* namespace.namespace.functionName
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*
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* Function hierarchies of greater than 3 sections are not allowed, so
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* only two namespaces are allowed as of right now. For example:
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* core.block.register(...)
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*/
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template <typename F>
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void registerFunction(const std::string& funcName, F func);
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// unimplemented function, exists as a reminder for when we need it.
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template <typename T>
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void exposeVariable(const std::string& name, T var);
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/**
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* @brief Loads the mods into the Lua state, ready for the game.
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* @param The current progress of the loading.
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* @return The status of the load, can dictate fail or success.
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*/
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Status load(float* progress);
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/**
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* @brief Cleans up mods once ready.
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*
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* Currently unimplemented, but will be implemented with a mod.cleanup
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* function registered in lua for safely shutting down the game.
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*/
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void cleanup();
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/**
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* @brief Gets the list of mods being loaded.
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* @return The list of loaded mods.
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*/
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const ModList& getModList() const;
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/**
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* @brief Gets the path of the currently loading mod.
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* @return The path of the mod being currently loaded.
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*
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* This is useful when loading mods since some functions don't have
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* information on the currently loading mod, making it difficult to use
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* things like textures that are packaged with the mod.
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*/
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const std::string& getCurrentModPath() const;
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private:
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std::vector<std::string> m_modsRequired;
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std::vector<std::string> m_modPaths;
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std::string m_currentModPath;
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sol::state m_luaState;
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};
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} // namespace phx::cms
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#include "ModManager.inl"
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