dfhack/library/include/Core.h

245 lines
7.3 KiB
C++

/*
https://github.com/peterix/dfhack
Copyright (c) 2009-2011 Petr Mrázek (peterix@gmail.com)
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any
damages arising from the use of this software.
Permission is granted to anyone to use this software for any
purpose, including commercial applications, and to alter it and
redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must
not claim that you wrote the original software. If you use this
software in a product, an acknowledgment in the product documentation
would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and
must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#pragma once
#include "Pragma.h"
#include "Export.h"
#include "Hooks.h"
#include <vector>
#include <stack>
#include <map>
#include <stdint.h>
#include "Console.h"
#include "modules/Graphic.h"
#include "SDL_events.h"
#include "RemoteClient.h"
struct WINDOW;
namespace tthread
{
class mutex;
class condition_variable;
class thread;
}
namespace df
{
struct viewscreen;
}
namespace DFHack
{
class Process;
class Module;
class World;
class Materials;
class Notes;
struct VersionInfo;
class VersionInfoFactory;
class PluginManager;
class Core;
class ServerMain;
namespace Windows
{
class df_window;
}
enum state_change_event
{
SC_WORLD_LOADED = 0,
SC_WORLD_UNLOADED = 1,
SC_MAP_LOADED = 2,
SC_MAP_UNLOADED = 3,
SC_VIEWSCREEN_CHANGED = 4,
SC_CORE_INITIALIZED = 5,
SC_BEGIN_UNLOAD = 6
};
// Core is a singleton. Why? Because it is closely tied to SDL calls. It tracks the global state of DF.
// There should never be more than one instance
// Better than tracking some weird variables all over the place.
class DFHACK_EXPORT Core
{
friend int ::SDL_NumJoysticks(void);
friend void ::SDL_Quit(void);
friend int ::SDL_PollEvent(SDL::Event *);
friend int ::SDL_Init(uint32_t flags);
friend int ::wgetch(WINDOW * w);
friend int ::egg_init(void);
friend int ::egg_shutdown(void);
friend int ::egg_tick(void);
friend int ::egg_prerender(void);
friend int ::egg_sdl_event(SDL::Event* event);
friend int ::egg_curses_event(int orig_return);
public:
/// Get the single Core instance or make one.
static Core& getInstance()
{
// FIXME: add critical section for thread safety here.
static Core instance;
return instance;
}
/// check if the activity lock is owned by this thread
bool isSuspended(void);
/// try to acquire the activity lock
void Suspend(void);
/// return activity lock
void Resume(void);
/// Is everything OK?
bool isValid(void) { return !errorstate; }
/// get the world module
World * getWorld();
/// get the materials module
Materials * getMaterials();
/// get the notes module
Notes * getNotes();
/// get the graphic module
Graphic * getGraphic();
/// sets the current hotkey command
bool setHotkeyCmd( std::string cmd );
/// removes the hotkey command and gives it to the caller thread
std::string getHotkeyCmd( void );
/// adds a named pointer (for later or between plugins)
void RegisterData(void *p,std::string key);
/// returns a named pointer.
void *GetData(std::string key);
command_result runCommand(color_ostream &out, const std::string &command, std::vector <std::string> &parameters);
command_result runCommand(color_ostream &out, const std::string &command);
bool loadScriptFile(color_ostream &out, std::string fname, bool silent = false);
bool ClearKeyBindings(std::string keyspec);
bool AddKeyBinding(std::string keyspec, std::string cmdline);
std::vector<std::string> ListKeyBindings(std::string keyspec);
std::string getHackPath();
bool isWorldLoaded() { return (last_world_data_ptr != NULL); }
bool isMapLoaded() { return (last_local_map_ptr != NULL && last_world_data_ptr != NULL); }
static df::viewscreen *getTopViewscreen() { return getInstance().top_viewscreen; }
DFHack::Console &getConsole() { return con; }
DFHack::Process * p;
DFHack::VersionInfo * vinfo;
DFHack::Windows::df_window * screen_window;
static void print(const char *format, ...);
static void printerr(const char *format, ...);
PluginManager *getPluginManager() { return plug_mgr; }
static void cheap_tokenise(std::string const& input, std::vector<std::string> &output);
private:
DFHack::Console con;
Core();
struct Private;
Private *d;
bool Init();
int Update (void);
int TileUpdate (void);
int Shutdown (void);
int SDL_Event(SDL::Event* event);
bool ncurses_wgetch(int in, int & out);
void onUpdate(color_ostream &out);
void onStateChange(color_ostream &out, state_change_event event);
Core(Core const&); // Don't Implement
void operator=(Core const&); // Don't implement
// report error to user while failing
void fatal (std::string output, bool will_deactivate);
// 1 = fatal failure
bool errorstate;
// regulate access to DF
struct Cond;
// FIXME: shouldn't be kept around like this
DFHack::VersionInfoFactory * vif;
// Module storage
struct
{
World * pWorld;
Materials * pMaterials;
Notes * pNotes;
Graphic * pGraphic;
} s_mods;
std::vector <Module *> allModules;
DFHack::PluginManager * plug_mgr;
// hotkey-related stuff
struct KeyBinding {
int modifiers;
std::vector<std::string> command;
std::string cmdline;
std::string focus;
};
std::map<int, std::vector<KeyBinding> > key_bindings;
std::map<int, bool> hotkey_states;
std::string hotkey_cmd;
bool hotkey_set;
tthread::mutex * HotkeyMutex;
tthread::condition_variable * HotkeyCond;
int UnicodeAwareSym(const SDL::KeyboardEvent& ke);
bool SelectHotkey(int key, int modifiers);
// for state change tracking
void *last_world_data_ptr;
// for state change tracking
void *last_local_map_ptr;
df::viewscreen *top_viewscreen;
// Very important!
bool started;
tthread::mutex * misc_data_mutex;
std::map<std::string,void*> misc_data_map;
friend class CoreService;
friend class ServerConnection;
ServerMain *server;
};
class CoreSuspender {
Core *core;
public:
CoreSuspender() : core(&Core::getInstance()) { core->Suspend(); }
CoreSuspender(Core *core) : core(core) { core->Suspend(); }
~CoreSuspender() { core->Resume(); }
};
}