150 lines
5.1 KiB
C++

// =====================================================================================================================
// Copyright 2024 Medusa Slockbower
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// =====================================================================================================================
#ifndef FILESYSTEM_H
#define FILESYSTEM_H
#include <Editor/EditorWindow.h>
#include <open-cpp-utils/filesystem.h>
#include <open-cpp-utils/map.h>
#include <open-cpp-utils/startup.h>
#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<Asset, FileManager>;
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<std::string> 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<std::string>& 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<AssetDetail>;
using AssetType = AssetMenuHierarchy::node;
using ExtensionMapping = ocu::map<std::string, AssetType>;
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<std::string>& extension,
CreateFunc create, LoadFunc load, ImportFunc import);
private:
FileSystem Filesystem_;
FileID CurrentDirectory_, Selected_;
bool Rename_, FocusRename_;
std::string RenameBuffer_;
};
}
#endif //FILESYSTEM_H