92 lines
2.8 KiB
C++
92 lines
2.8 KiB
C++
// =====================================================================================================================
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// Copyright 2024 Medusa Slockbower
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// =====================================================================================================================
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#ifndef FILESYSTEM_H
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#define FILESYSTEM_H
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#include <Editor/EditorWindow.h>
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#include <FileSystem/Asset.h>
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#include <open-cpp-utils/filesystem.h>
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#include <open-cpp-utils/map.h>
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namespace ocu = open_cpp_utils;
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namespace OpenShaderDesigner
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{
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class FileManager : public EditorWindow
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{
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public:
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using FileSystem = ocu::filesystem<Asset, FileManager>;
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using File = FileSystem::file;
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using Path = std::filesystem::path;
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using FileID = FileSystem::file_id;
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using FileType = uint32_t;
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friend FileSystem;
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enum FileType_
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{
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FileType_Folder = 0
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, FileType_Project
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};
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inline static ocu::map<std::string, FileType> ExtensionMap = {
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{ "", FileType_Folder }
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, { ".sgp", FileType_Project }
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};
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private:
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static Asset* load(const Path& file);
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static Asset* import(const Path& src, const Path& dst);
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static Asset* create(const Path& file);
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public:
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FileManager();
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void DrawMenu() override;
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void DrawWindow() override;
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FileID CurrentDirectory() const { return CurrentDirectory_; }
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void CurrentDirectory(FileID id) { CurrentDirectory_ = id; }
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FileID Create(const std::string& name) { return Filesystem_.create(name, CurrentDirectory_); }
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FileID Import(const Path& path) { return Filesystem_.import(path, CurrentDirectory_); }
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FileID LoadDirectory(const Path& path) { return Filesystem_.load_directory(path); }
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void CloseDirectory(FileID dir) { Filesystem_.close_directory(dir); }
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FileID Get(const Path& path) const { return Filesystem_.find(path); }
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File& Get(FileID id) { return Filesystem_[id]; }
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const File& Get(FileID id) const { return Filesystem_[id]; }
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FileID Parent(FileID id) const { return Filesystem_.parent(id); }
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bool AnyDirty();
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void SaveAll();
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static Path GetHomeDirectory();
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private:
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FileSystem Filesystem_;
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FileID CurrentDirectory_, Selected_;
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bool Rename_, FocusRename_;
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std::string RenameBuffer_;
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};
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}
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#endif //FILESYSTEM_H
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