2024-09-18 11:46:27 -04:00

92 lines
2.8 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 <FileSystem/Asset.h>
#include <open-cpp-utils/filesystem.h>
#include <open-cpp-utils/map.h>
namespace ocu = open_cpp_utils;
namespace OpenShaderDesigner
{
class FileManager : public EditorWindow
{
public:
using FileSystem = ocu::filesystem<Asset, FileManager>;
using File = FileSystem::file;
using Path = std::filesystem::path;
using FileID = FileSystem::file_id;
using FileType = uint32_t;
friend FileSystem;
enum FileType_
{
FileType_Folder = 0
, FileType_Project
};
inline static ocu::map<std::string, FileType> ExtensionMap = {
{ "", FileType_Folder }
, { ".sgp", FileType_Project }
};
private:
static Asset* load(const Path& file);
static Asset* import(const Path& src, const Path& dst);
static Asset* create(const Path& file);
public:
FileManager();
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();
private:
FileSystem Filesystem_;
FileID CurrentDirectory_, Selected_;
bool Rename_, FocusRename_;
std::string RenameBuffer_;
};
}
#endif //FILESYSTEM_H