// =====================================================================================================================
// OpenShaderDesigner, an open source software utility to create materials and shaders.
// Copyright (C) 2024 Medusa Slockbower
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see .
// =====================================================================================================================
#ifndef FILESYSTEM_H
#define FILESYSTEM_H
#include
#include
#include
#include
#define RegisterAsset(Name, Type, ...) \
STARTUP(_Register##Type) { FileManager::Register(Name, { __VA_ARGS__ }, ##Type::Create, ##Type::Load, ##Type::Import); }
namespace ocu = open_cpp_utils;
namespace OpenShaderDesigner
{
class FileManager : public EditorWindow
{
public:
class Asset;
using FileSystem = ocu::filesystem;
using File = FileSystem::file;
using Path = std::filesystem::path;
using FileID = FileSystem::file_id;
using CreateFunc = Asset* (*)(const Path&);
using LoadFunc = Asset* (*)(const Path&);
using ImportFunc = Asset* (*)(const Path&, const Path&);
friend FileSystem;
private:
struct AssetDetail
{
std::string Name;
std::vector Extensions;
CreateFunc Create;
LoadFunc Load;
ImportFunc Import;
AssetDetail() : Create(nullptr), Load(nullptr), Import(nullptr) { }
AssetDetail(const std::string& name) : Name(name), Create(nullptr), Load(nullptr), Import(nullptr) {}
AssetDetail(const std::string& name, const std::vector& exts,
const CreateFunc create, const LoadFunc load, const ImportFunc import)
: Name(name), Extensions(exts), Create(create), Load(load), Import(import) {}
};
using AssetMenuHierarchy = ocu::directed_tree;
using AssetType = AssetMenuHierarchy::node;
using ExtensionMapping = ocu::map;
static AssetMenuHierarchy& AssetMenu() { static AssetMenuHierarchy Menu; return Menu; }
static ExtensionMapping& ExtensionMap() { static ExtensionMapping Map; return Map; }
public:
class Asset
{
public:
Asset(const Path& path) : Dirty_(false) { }
virtual ~Asset() = default;
bool Dirty() const { return Dirty_; }
virtual void Open() { };
virtual void Save(const Path& path) { Dirty_ = false; }
File& GetFile() { return Manager_->Get(File_); }
FileID GetID() const { return File_; }
protected:
void MakeDirty() { Dirty_ = true; }
FileManager* Parent() const { return Manager_; }
private:
FileManager* Manager_;
FileID File_;
bool Dirty_;
friend FileManager;
};
struct Folder : Asset
{
Folder(const std::filesystem::path& p) : Asset(p) { };
virtual ~Folder() = default;
void Open() override { Manager_->CurrentDirectory_ = GetID(); }
};
private:
static Asset* load(const Path& file, FileID id);
static Asset* import(const Path& src, const Path& dst, FileID id);
static Asset* create(const Path& file, FileID id);
public:
FileManager();
virtual ~FileManager() = default;
void DrawMenu() override;
void DrawWindow() override;
FileID CurrentDirectory() const { return CurrentDirectory_; }
void CurrentDirectory(FileID id) { CurrentDirectory_ = id; }
FileID Create(const std::string& name) { return Filesystem_.create(name, CurrentDirectory_); }
FileID Import(const Path& path) { return Filesystem_.import(path, CurrentDirectory_); }
FileID LoadDirectory(const Path& path) { return Filesystem_.load_directory(path); }
void CloseDirectory(FileID dir) { Filesystem_.close_directory(dir); }
FileID Get(const Path& path) const { return Filesystem_.find(path); }
File& Get(FileID id) { return Filesystem_[id]; }
const File& Get(FileID id) const { return Filesystem_[id]; }
FileID Parent(FileID id) const { return Filesystem_.parent(id); }
bool AnyDirty();
void SaveAll();
static Path GetHomeDirectory();
static void Register(const std::filesystem::path& path,
const std::vector& extension,
CreateFunc create, LoadFunc load, ImportFunc import);
private:
FileSystem Filesystem_;
FileID CurrentDirectory_, Selected_;
bool Rename_, FocusRename_;
std::string RenameBuffer_;
};
}
#endif //FILESYSTEM_H