d772bc032f
For some reason this makes the UI less responsive.
90 lines
2.2 KiB
C++
90 lines
2.2 KiB
C++
#pragma once
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#include <QString>
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#include "Chunk.h"
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// fwd:
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class cBiomeGen;
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typedef std::shared_ptr<cBiomeGen> cBiomeGenPtr;
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class cIniFile;
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/** Abstract interface for getting biome data for chunks. */
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class ChunkSource
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{
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public:
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virtual ~ChunkSource() {}
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/** Fills the a_DestChunk with the biomes for the specified coords.
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It is expected to be thread-safe and re-entrant. Usually QThread::idealThreadCount() threads are used. */
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virtual void getChunkBiomes(int a_ChunkX, int a_ChunkZ, ChunkPtr a_DestChunk) = 0;
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/** Forces a fresh reload of the source. Useful mainly for the generator, whose underlying definition file may have been changed. */
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virtual void reload() = 0;
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};
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class BioGenSource :
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public ChunkSource
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{
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public:
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/** Constructs a new BioGenSource based on the biome generator that is defined in the specified world.ini file. */
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BioGenSource(QString a_WorldIniPath);
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// ChunkSource overrides:
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virtual void getChunkBiomes(int a_ChunkX, int a_ChunkZ, ChunkPtr a_DestChunk) override;
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virtual void reload(void) override;
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protected:
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/** Path to the world.ini file from which the m_WorldIni is regenerated on reload requests. */
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QString m_WorldIniPath;
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/** Parsed contents of the world.ini file from which the biome generators are initialized.
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Locked by m_Mtx to avoid multithreaded access. */
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std::unique_ptr<cIniFile> m_WorldIni;
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/** List of cBiomeGen instances that are "free" - aren't doing any generating at this moment.
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Locked by m_Mtx to avoid multithreaded access. */
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std::vector<cBiomeGenPtr> m_AvailableGens;
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/** Guards m_AvailableGens and m_WorldIni against multithreaded access. */
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QMutex m_Mtx;
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/** Returns a cBiomeGen that can generate a new chunk's biomes.
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Uses m_AvailableGens as a cache before creating a new generator. */
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cBiomeGenPtr BioGenSource::getBiomeGen();
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/** Puts the specified BiomeGen back to m_AvailableGens to make it available for next getBiomeGen() request.
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Truncates m_AvailableGens if there are too many instances in there. */
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void releaseBiomeGen(cBiomeGenPtr a_BiomeGen);
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};
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class AnvilSource :
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public ChunkSource
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{
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public:
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// TODO
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// ChunkSource overrides:
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virtual void getChunkBiomes(int a_ChunkX, int a_ChunkZ, ChunkPtr a_DestChunk) override;
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virtual void reload() override {}
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};
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