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330 lines
10 KiB
C++
330 lines
10 KiB
C++
#ifndef CSM_WOLRD_DATA_H
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#define CSM_WOLRD_DATA_H
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#include <map>
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#include <vector>
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#include <boost/filesystem/path.hpp>
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#include <QObject>
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#include <QModelIndex>
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#include <components/esm/loadglob.hpp>
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#include <components/esm/loadgmst.hpp>
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#include <components/esm/loadskil.hpp>
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#include <components/esm/loadclas.hpp>
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#include <components/esm/loadfact.hpp>
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#include <components/esm/loadrace.hpp>
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#include <components/esm/loadsoun.hpp>
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#include <components/esm/loadscpt.hpp>
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#include <components/esm/loadregn.hpp>
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#include <components/esm/loadbsgn.hpp>
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#include <components/esm/loadspel.hpp>
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#include <components/esm/loaddial.hpp>
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#include <components/esm/loadench.hpp>
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#include <components/esm/loadbody.hpp>
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#include <components/esm/loadsndg.hpp>
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#include <components/esm/loadmgef.hpp>
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#include <components/esm/loadsscr.hpp>
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#include <components/esm/debugprofile.hpp>
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#include <components/esm/filter.hpp>
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#include <components/resource/resourcesystem.hpp>
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#include <components/files/multidircollection.hpp>
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#include <components/to_utf8/to_utf8.hpp>
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#include "../doc/stage.hpp"
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#include "idcollection.hpp"
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#include "nestedidcollection.hpp"
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#include "universalid.hpp"
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#include "cell.hpp"
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#include "land.hpp"
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#include "landtexture.hpp"
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#include "refidcollection.hpp"
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#include "refcollection.hpp"
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#include "infocollection.hpp"
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#include "nestedinfocollection.hpp"
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#include "pathgrid.hpp"
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#include "resourcesmanager.hpp"
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#include "metadata.hpp"
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#ifndef Q_MOC_RUN
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#include "subcellcollection.hpp"
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#endif
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class QAbstractItemModel;
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namespace VFS
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{
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class Manager;
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}
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namespace Fallback
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{
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class Map;
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}
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namespace ESM
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{
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class ESMReader;
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struct Dialogue;
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}
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namespace CSMWorld
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{
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class ResourcesManager;
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class Resources;
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class Data : public QObject
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{
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Q_OBJECT
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ToUTF8::Utf8Encoder mEncoder;
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IdCollection<ESM::Global> mGlobals;
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IdCollection<ESM::GameSetting> mGmsts;
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IdCollection<ESM::Skill> mSkills;
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IdCollection<ESM::Class> mClasses;
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NestedIdCollection<ESM::Faction> mFactions;
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NestedIdCollection<ESM::Race> mRaces;
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IdCollection<ESM::Sound> mSounds;
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IdCollection<ESM::Script> mScripts;
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NestedIdCollection<ESM::Region> mRegions;
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NestedIdCollection<ESM::BirthSign> mBirthsigns;
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NestedIdCollection<ESM::Spell> mSpells;
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IdCollection<ESM::Dialogue> mTopics;
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IdCollection<ESM::Dialogue> mJournals;
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NestedIdCollection<ESM::Enchantment> mEnchantments;
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IdCollection<ESM::BodyPart> mBodyParts;
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IdCollection<ESM::MagicEffect> mMagicEffects;
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SubCellCollection<Pathgrid> mPathgrids;
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IdCollection<ESM::DebugProfile> mDebugProfiles;
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IdCollection<ESM::SoundGenerator> mSoundGens;
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IdCollection<ESM::StartScript> mStartScripts;
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NestedInfoCollection mTopicInfos;
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InfoCollection mJournalInfos;
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NestedIdCollection<Cell> mCells;
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IdCollection<LandTexture> mLandTextures;
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IdCollection<Land> mLand;
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RefIdCollection mReferenceables;
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RefCollection mRefs;
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IdCollection<ESM::Filter> mFilters;
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Collection<MetaData> mMetaData;
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const Fallback::Map* mFallbackMap;
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std::vector<QAbstractItemModel *> mModels;
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std::map<UniversalId::Type, QAbstractItemModel *> mModelIndex;
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ESM::ESMReader *mReader;
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const ESM::Dialogue *mDialogue; // last loaded dialogue
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bool mBase;
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bool mProject;
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std::map<std::string, std::map<ESM::RefNum, std::string> > mRefLoadCache;
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int mReaderIndex;
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bool mFsStrict;
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Files::PathContainer mDataPaths;
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std::vector<std::string> mArchives;
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std::unique_ptr<VFS::Manager> mVFS;
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ResourcesManager mResourcesManager;
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std::shared_ptr<Resource::ResourceSystem> mResourceSystem;
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std::vector<std::shared_ptr<ESM::ESMReader> > mReaders;
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std::map<std::string, int> mContentFileNames;
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// not implemented
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Data (const Data&);
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Data& operator= (const Data&);
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void addModel (QAbstractItemModel *model, UniversalId::Type type,
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bool update = true);
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static void appendIds (std::vector<std::string>& ids, const CollectionBase& collection,
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bool listDeleted);
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///< Append all IDs from collection to \a ids.
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static int count (RecordBase::State state, const CollectionBase& collection);
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void loadFallbackEntries();
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public:
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Data (ToUTF8::FromType encoding, bool fsStrict, const Files::PathContainer& dataPaths,
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const std::vector<std::string>& archives, const Fallback::Map* fallback,
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const boost::filesystem::path& resDir);
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virtual ~Data();
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const VFS::Manager* getVFS() const;
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const Fallback::Map* getFallbackMap() const;
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std::shared_ptr<Resource::ResourceSystem> getResourceSystem();
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std::shared_ptr<const Resource::ResourceSystem> getResourceSystem() const;
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const IdCollection<ESM::Global>& getGlobals() const;
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IdCollection<ESM::Global>& getGlobals();
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const IdCollection<ESM::GameSetting>& getGmsts() const;
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IdCollection<ESM::GameSetting>& getGmsts();
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const IdCollection<ESM::Skill>& getSkills() const;
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IdCollection<ESM::Skill>& getSkills();
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const IdCollection<ESM::Class>& getClasses() const;
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IdCollection<ESM::Class>& getClasses();
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const IdCollection<ESM::Faction>& getFactions() const;
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IdCollection<ESM::Faction>& getFactions();
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const IdCollection<ESM::Race>& getRaces() const;
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IdCollection<ESM::Race>& getRaces();
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const IdCollection<ESM::Sound>& getSounds() const;
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IdCollection<ESM::Sound>& getSounds();
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const IdCollection<ESM::Script>& getScripts() const;
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IdCollection<ESM::Script>& getScripts();
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const IdCollection<ESM::Region>& getRegions() const;
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IdCollection<ESM::Region>& getRegions();
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const IdCollection<ESM::BirthSign>& getBirthsigns() const;
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IdCollection<ESM::BirthSign>& getBirthsigns();
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const IdCollection<ESM::Spell>& getSpells() const;
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IdCollection<ESM::Spell>& getSpells();
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const IdCollection<ESM::Dialogue>& getTopics() const;
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IdCollection<ESM::Dialogue>& getTopics();
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const IdCollection<ESM::Dialogue>& getJournals() const;
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IdCollection<ESM::Dialogue>& getJournals();
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const InfoCollection& getTopicInfos() const;
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InfoCollection& getTopicInfos();
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const InfoCollection& getJournalInfos() const;
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InfoCollection& getJournalInfos();
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const IdCollection<Cell>& getCells() const;
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IdCollection<Cell>& getCells();
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const RefIdCollection& getReferenceables() const;
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RefIdCollection& getReferenceables();
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const RefCollection& getReferences() const;
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RefCollection& getReferences();
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const IdCollection<ESM::Filter>& getFilters() const;
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IdCollection<ESM::Filter>& getFilters();
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const IdCollection<ESM::Enchantment>& getEnchantments() const;
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IdCollection<ESM::Enchantment>& getEnchantments();
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const IdCollection<ESM::BodyPart>& getBodyParts() const;
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IdCollection<ESM::BodyPart>& getBodyParts();
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const IdCollection<ESM::DebugProfile>& getDebugProfiles() const;
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IdCollection<ESM::DebugProfile>& getDebugProfiles();
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const IdCollection<CSMWorld::Land>& getLand() const;
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IdCollection<CSMWorld::Land>& getLand();
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const IdCollection<CSMWorld::LandTexture>& getLandTextures() const;
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IdCollection<CSMWorld::LandTexture>& getLandTextures();
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const IdCollection<ESM::SoundGenerator>& getSoundGens() const;
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IdCollection<ESM::SoundGenerator>& getSoundGens();
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const IdCollection<ESM::MagicEffect>& getMagicEffects() const;
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IdCollection<ESM::MagicEffect>& getMagicEffects();
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const SubCellCollection<Pathgrid>& getPathgrids() const;
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SubCellCollection<Pathgrid>& getPathgrids();
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const IdCollection<ESM::StartScript>& getStartScripts() const;
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IdCollection<ESM::StartScript>& getStartScripts();
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/// Throws an exception, if \a id does not match a resources list.
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const Resources& getResources (const UniversalId& id) const;
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const MetaData& getMetaData() const;
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void setMetaData (const MetaData& metaData);
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QAbstractItemModel *getTableModel (const UniversalId& id);
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///< If no table model is available for \a id, an exception is thrown.
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///
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/// \note The returned table may either be the model for the ID itself or the model that
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/// contains the record specified by the ID.
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void merge();
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///< Merge modified into base.
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int startLoading (const boost::filesystem::path& path, bool base, bool project);
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///< Begin merging content of a file into base or modified.
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///
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/// \param project load project file instead of content file
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///
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///< \return estimated number of records
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bool continueLoading (CSMDoc::Messages& messages);
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///< \return Finished?
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bool hasId (const std::string& id) const;
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std::vector<std::string> getIds (bool listDeleted = true) const;
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///< Return a sorted collection of all IDs that are not internal to the editor.
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///
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/// \param listDeleted include deleted record in the list
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int count (RecordBase::State state) const;
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///< Return number of top-level records with the given \a state.
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signals:
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void idListChanged();
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void assetTablesChanged();
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private slots:
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void assetsChanged();
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void dataChanged (const QModelIndex& topLeft, const QModelIndex& bottomRight);
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void rowsChanged (const QModelIndex& parent, int start, int end);
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};
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}
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#endif
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