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maszyna/simulation/simulationstateserializer.h

110 lines
6.6 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "utilities/parser.h"
#include "scene/scene.h"
#include "scene/scenelayers.h"
namespace simulation {
struct deserializer_state {
std::string scenariofile;
cParser input;
scene::scratch_data scratchpad;
using deserializefunctionbind = std::function<void()>;
std::unordered_map<
std::string,
deserializefunctionbind> functionmap;
deserializer_state(std::string const &File, cParser::buffertype const Type, const std::string &Path, bool const Loadtraction)
: scenariofile(File), input(File, Type, Path, Loadtraction) { }
};
class state_serializer {
public:
// methods
// starts deserialization from specified file, returns context pointer on success, throws otherwise
std::shared_ptr<deserializer_state>
deserialize_begin(std::string const &Scenariofile);
// continues deserialization for given context, amount limited by time, returns true if needs to be called again
bool
deserialize_continue(std::shared_ptr<deserializer_state> state);
// stores class data in specified file, in legacy (text) format
void
export_as_text( std::string const &Scenariofile ) const;
// create new model from node stirng
TAnimModel * create_model(std::string const &src, std::string const &name, const glm::dvec3 &position);
// places the vehicles, given as their node statements, as a trainset on the path, while the simulation runs. returns: the vehicles made
std::vector<TDynamicObject *> insert_trainset(std::string const &Name, TTrack *Path, double const Offset, std::string const &Vehicles, bool const Reversed = false);
// create new eventlauncher from node stirng
TEventLauncher * create_eventlauncher(std::string const &src, std::string const &name, const glm::dvec3 &position);
// creates model instances defined by an include directive placed or changed in the scenery editor, to show the outcome.
// everything else the included template defines is left out, and takes effect when the saved scenery is loaded.
// Context: placement in effect at the location of the directive. returns: number of created models and of skipped statements
std::pair<int, int> preview_include(std::string const &Directive, scene::layer_context const &Context, scene::layer_handle Layer, scene::instance_handle Instance);
private:
// methods
// restores class data from provided stream
void deserialize_area( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_isolated( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_assignment( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_atmo( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_camera( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_config( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_description( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_event( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_lua( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_firstinit( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_group( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_endgroup( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_light( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_node( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_origin( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_endorigin( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_scale( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_endscale( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_rotate( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_sky( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_test( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_time( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_trainset( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_terrain( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_heightmapterrain( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_editorterrain( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_endtrainset( cParser &Input, scene::scratch_data &Scratchpad );
void deserialize_reversed( cParser &Input, scene::scratch_data &Scratchpad );
TTrack * deserialize_path( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
TTraction * deserialize_traction( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
TTractionPowerSource * deserialize_tractionpowersource( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
TMemCell * deserialize_memorycell( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
TEventLauncher * deserialize_eventlauncher( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
TAnimModel * deserialize_model( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
// loads a run of model instances straight from the text. returns: true if any were loaded, false if the definition at hand is left to the parser
bool deserialize_models( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data &Nodedata, std::size_t Line, std::streamoff Sourcebegin );
// makes model instance defined by a scenery file a part of the simulation
void insert_model( TAnimModel *Instance, cParser const &Input, std::size_t Line, scene::source_span const &Span );
TDynamicObject * deserialize_dynamic( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
sound_source * deserialize_sound( cParser &Input, scene::scratch_data &Scratchpad, scene::node_data const &Nodedata );
void init_time();
// skips content of stream until specified token
void skip_until( cParser &Input, std::string const &Token );
// transforms provided location by specifed rotation and offset
glm::dvec3 transform( glm::dvec3 Location, scene::scratch_data const &Scratchpad );
void export_nodes_to_stream( std::ostream &, bool Dirty ) const;
};
} // simulation
//---------------------------------------------------------------------------