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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
261
Code/Tools/LevelEdit/PresetMgr.h
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261
Code/Tools/LevelEdit/PresetMgr.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program 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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**
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** This program 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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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : LevelEdit *
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* *
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* $Archive:: /Commando/Code/Tools/LevelEdit/PresetMgr.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 8/23/01 6:26p $*
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* *
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* $Revision:: 20 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __PRESET_MGR_H
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#define __PRESET_MGR_H
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#include "saveloadsubsystem.h"
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#include "vector.h"
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#include "bittype.h"
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#include "listtypes.h"
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#include "ntree.h"
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//////////////////////////////////////////////////////////////////////////
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// Forward declarations
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//////////////////////////////////////////////////////////////////////////
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class PresetClass;
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//////////////////////////////////////////////////////////////////////////
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// Typedefs
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//////////////////////////////////////////////////////////////////////////
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typedef SortedNTreeClass<PresetClass *> PRESET_TREE;
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typedef SortedNTreeLeafClass<PresetClass *> PRESET_TREE_LEAF;
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typedef SortedNTreeClass<uint32> FACTORY_TREE;
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typedef SortedNTreeLeafClass<uint32> FACTORY_TREE_LEAF;
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//////////////////////////////////////////////////////////////////////////
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// Singleton instance
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//////////////////////////////////////////////////////////////////////////
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extern class PresetMgrClass _ThePresetMgr;
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//////////////////////////////////////////////////////////////////////////
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// Constants
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//////////////////////////////////////////////////////////////////////////
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const DWORD TEMP_DEF_ID_START = 1000000000;
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//////////////////////////////////////////////////////////////////////////
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//
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// PresetMgrClass
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//
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//////////////////////////////////////////////////////////////////////////
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class PresetMgrClass : public SaveLoadSubSystemClass
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{
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public:
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//////////////////////////////////////////////////////////////
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// Public constructors/destructors
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//////////////////////////////////////////////////////////////
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PresetMgrClass (void);
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virtual ~PresetMgrClass (void);
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//////////////////////////////////////////////////////////////
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// Public methods
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//////////////////////////////////////////////////////////////
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// From SaveLoadSubSystemClass
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virtual uint32 Chunk_ID (void) const;
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virtual const char * Name (void) const { return "PresetMgrClass"; }
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// Initialization
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static void Initialize (void);
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static void Shutdown (void);
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// List management
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static void Add_Preset (PresetClass *preset);
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static void Remove_Preset (PresetClass *preset);
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static void Free_Presets (void);
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static void Free_All_Embedded_Nodes (void);
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static bool Check_Out_Database (uint32 class_id, bool *should_undo_on_err);
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static bool Check_Out_Database (LPCTSTR path, bool *should_undo_on_err);
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static bool Check_In_Database (LPCTSTR path);
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static bool Is_Database_Checked_Out (LPCTSTR full_path);
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static bool Undo_Database_Check_Out (uint32 class_id);
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// Enumeration
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typedef enum
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{
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ID_CLASS = 1,
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ID_SUPERCLASS,
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} ID_TYPE;
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static PresetClass * Find_Typed_Preset (uint32 class_id, LPCTSTR name);
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static PresetClass * Find_Preset (uint32 id);
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static PresetClass * Find_Preset (LPCTSTR name);
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static PresetClass * Get_First (void);
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static PresetClass * Get_First (uint32 id, ID_TYPE type, bool include_twiddlers = false);
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static PresetClass * Get_Next (PresetClass *current);
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static PresetClass * Get_Next (PresetClass *current, uint32 class_id, ID_TYPE type, bool include_twiddlers = false);
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//
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// Tree building methods
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//
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static void Build_Preset_Tree (uint32 class_id, PRESET_TREE &tree, bool include_twiddlers = true);
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static void Build_Factory_Tree (uint32 class_id, FACTORY_TREE &tree);
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//
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// Content control
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//
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static void Put_Presets_Back (PRESET_LIST &preset_list);
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static void Remove_Non_Matching_Presets (uint32 class_id, bool class_id_matters, bool is_temp, PRESET_LIST &removed_preset_list);
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//
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// Preset creation
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//
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static PresetClass * Create_Preset (uint32 class_id, const char * name, bool is_temp);
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//
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// Dirty preset methods
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//
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static bool Are_Presets_Dirty (void) { return _PresetsDirty; }
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static void Set_Presets_Dirty (void) { _PresetsDirty = true; }
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static void Add_Dirty_Preset (int preset_id);
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static void Check_In_Presets (void);
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static void Discard_Preset_Changes (void);
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static bool Get_Immediate_Check_In_Mode (void) { return _ImmediateCheckInMode; }
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static void Set_Immediate_Check_In_Mode (bool onoff) { _ImmediateCheckInMode = onoff; }
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static void Add_Dirty_Preset_Files_To_VSS (void);
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//
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// Export methods
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//
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static void Export_Settings (uint32 class_id, const char *filename);
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protected:
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//////////////////////////////////////////////////////////////
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// Protected methods
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//////////////////////////////////////////////////////////////
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// From SaveLoadSubSystemClass
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virtual bool Contains_Data(void) const;
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virtual bool Save (ChunkSaveClass &csave);
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virtual bool Load (ChunkLoadClass &cload);
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// Save/load methods
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bool Save_Presets (ChunkSaveClass &csave);
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bool Load_Presets (ChunkLoadClass &cload);
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bool Save_Embedded_Node_Data (ChunkSaveClass &csave);
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bool Load_Embedded_Node_Data (ChunkLoadClass &csave);
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// Version methods
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static void Validate_Version (void);
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// Tree building methods
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static void Add_Children_To_Tree (uint32 parent_id, PRESET_TREE_LEAF *leaf, bool include_twiddlers);
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// Type checking
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static bool Is_One_Of (uint32 id_to_find, ID_TYPE type, bool include_twiddlers, PresetClass *preset);
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private:
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/////////////////////////////////////////////////////////////////////
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// Private methods
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/////////////////////////////////////////////////////////////////////
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static void Link_Preset (PresetClass *preset);
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static void Unlink_Preset (PresetClass *preset);
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/////////////////////////////////////////////////////////////////////
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// Static member data
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/////////////////////////////////////////////////////////////////////
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static PresetClass * _PresetListHead;
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static DynamicVectorClass<int> _DirtyPresetList;
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static bool _PresetsDirty;
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static bool _ImmediateCheckInMode;
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};
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/////////////////////////////////////////////////////////////////////
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// Get_First
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/////////////////////////////////////////////////////////////////////
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inline PresetClass *
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PresetMgrClass::Get_First (void)
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{
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return _PresetListHead;
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}
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//////////////////////////////////////////////////////////////////////////
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//
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// PresetListNode
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//
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//////////////////////////////////////////////////////////////////////////
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class PresetListNode
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{
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public:
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//////////////////////////////////////////////////////////////
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// Public constructors/destructors
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//////////////////////////////////////////////////////////////
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PresetListNode (void)
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: m_Preset (NULL) { }
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virtual ~PresetListNode (void) { Reset (); }
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//////////////////////////////////////////////////////////////
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// Public methods
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//////////////////////////////////////////////////////////////
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PresetClass * Get_Preset (void) { return m_Preset; }
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PRESET_NODE_LIST & Get_Children (void) { return m_Children; }
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void Set_Preset (PresetClass *preset) { m_Preset = preset; }
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void Add_Child (PresetClass *preset, bool sort = true);
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void Reset (void);
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protected:
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//////////////////////////////////////////////////////////////
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// Protected member data
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//////////////////////////////////////////////////////////////
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PRESET_NODE_LIST m_Children;
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PresetClass * m_Preset;
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};
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#endif //__PRESET_MGR_H
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