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o3de/Code/Legacy/CrySystem/LevelSystem/LevelSystem.h

164 lines
4.6 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include "ILevelSystem.h"
#include <AzFramework/Archive/IArchive.h>
// [LYN-2376] Remove the entire file once legacy slice support is removed
namespace LegacyLevelSystem
{
class CLevelInfo
: public ILevelInfo
{
friend class CLevelSystem;
public:
CLevelInfo() = default;
// ILevelInfo
const char* GetName() const override { return m_levelName.c_str(); }
const char* GetPath() const override { return m_levelPath.c_str(); }
const char* GetAssetName() const override { return m_levelAssetName.c_str(); }
// ~ILevelInfo
private:
bool ReadInfo();
bool OpenLevelPak();
void CloseLevelPak();
AZStd::string m_defaultGameTypeName;
AZStd::string m_levelName;
AZStd::string m_levelPath;
AZStd::string m_levelAssetName;
AZStd::string m_levelPakFullPath;
bool m_isPak = false;
};
struct ILevel
{
virtual ~ILevel() = default;
virtual void Release() = 0;
virtual ILevelInfo* GetLevelInfo() = 0;
};
class CLevel
: public ILevel
{
friend class CLevelSystem;
public:
CLevel() {}
virtual ~CLevel() = default;
void Release() override { delete this; }
ILevelInfo* GetLevelInfo() override { return &m_levelInfo; }
private:
CLevelInfo m_levelInfo;
};
class CLevelSystem
: public ILevelSystem
{
public:
CLevelSystem(ISystem* pSystem, const char* levelsFolder);
virtual ~CLevelSystem();
void Release() override { delete this; };
// ILevelSystem
void Rescan(const char* levelsFolder) override;
int GetLevelCount() override;
ILevelInfo* GetLevelInfo(int level) override;
ILevelInfo* GetLevelInfo(const char* levelName) override;
void AddListener(ILevelSystemListener* pListener) override;
void RemoveListener(ILevelSystemListener* pListener) override;
bool LoadLevel(const char* levelName) override;
void UnloadLevel() override;
bool IsLevelLoaded() override { return m_bLevelLoaded; }
const char* GetCurrentLevelName() const override
{
if (m_pCurrentLevel && m_pCurrentLevel->GetLevelInfo())
{
return m_pCurrentLevel->GetLevelInfo()->GetName();
}
return "";
}
// If the level load failed then we need to have a different shutdown procedure vs when a level is naturally unloaded
void SetLevelLoadFailed(bool loadFailed) override { m_levelLoadFailed = loadFailed; }
bool GetLevelLoadFailed() override { return m_levelLoadFailed; }
// Unsupported by legacy level system.
AZ::Data::AssetType GetLevelAssetType() const override { return {}; }
// ~ILevelSystem
private:
float GetLastLevelLoadTime() { return m_fLastLevelLoadTime; }
void ScanFolder(const char* subfolder, bool modFolder);
void PopulateLevels(
AZStd::string searchPattern, AZStd::string& folder, AZ::IO::IArchive* pPak, bool& modFolder, bool fromFileSystemOnly);
void PrepareNextLevel(const char* levelName);
ILevel* LoadLevelInternal(const char* _levelName);
// Methods to notify ILevelSystemListener
void OnLevelNotFound(const char* levelName);
void OnLoadingStart(const char* levelName);
void OnLoadingComplete(const char* levelName);
void OnLoadingError(const char* levelName, const char* error);
void OnLoadingProgress(const char* levelName, int progressAmount);
void OnUnloadComplete(const char* levelName);
void LogLoadingTime();
bool LoadLevelInfo(CLevelInfo& levelInfo);
// internal get functions for the level infos ... they preserve the type and don't
// directly cast to the interface
CLevelInfo* GetLevelInfoInternal(int level);
CLevelInfo* GetLevelInfoInternal(const AZStd::string& levelName);
ISystem* m_pSystem;
AZStd::vector<CLevelInfo> m_levelInfos;
AZStd::string m_levelsFolder;
ILevel* m_pCurrentLevel;
ILevelInfo* m_pLoadingLevelInfo;
AZStd::string m_lastLevelName;
float m_fLastLevelLoadTime;
float m_fLastTime;
bool m_bLevelLoaded;
bool m_levelLoadFailed = false;
int m_nLoadedLevelsCount;
CTimeValue m_levelLoadStartTime;
AZStd::vector<ILevelSystemListener*> m_listeners;
AZ::IO::IArchive::LevelPackOpenEvent::Handler m_levelPackOpenHandler;
AZ::IO::IArchive::LevelPackCloseEvent::Handler m_levelPackCloseHandler;
static constexpr const char* LevelPakName = "level.pak";
};
} // namespace LegacyLevelSystem