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#pragma once

#include <Cplt/Utils/UUID.hpp>
#include <Cplt/fwd.hpp>

#include <tsl/array_map.h>
#include <filesystem>
#include <iosfwd>
#include <memory>
#include <string_view>

/// A structure representing a ready-to-be-loaded asset, locating on the disk.
/// Each asset should be identified by a unique uuid within the asset category (i.e. a workflow and a template can share the same uuid),
/// generated on insertion to an asset list if not given by the caller.
struct SavedAsset {
	std::string Name;
	/// UUID of this asset. This field is generated as a random UUID v4 upon insertion into an AssetList, if not already provided by the caller (indicated by !is_nil()).
	uuids::uuid Uuid;
	/// Extra data to be used by the AssetList/Asset implementation.
	uint64_t Payload;

	void ReadFromDataStream(InputDataStream& stream);
	void WriteToDataStream(OutputDataStream& stream) const;
};

class Asset {
public:
	Asset();
	virtual ~Asset() = default;
};

enum class NameSelectionError {
	None,
	Duplicated,
	Empty,
};

class AssetList {
private:
	class Private;
	std::unique_ptr<Private> mPrivate;

public:
	AssetList(Project& project);
	virtual ~AssetList();

	Project& GetConnectedProject() const;

	// TODO support file watches
	void Reload();

	int GetCount() const;
	// TODO convert to custom iterable
	const tsl::array_map<char, SavedAsset>& GetAssets() const;

	const SavedAsset* FindByName(std::string_view name) const;
	const SavedAsset& Create(SavedAsset asset);
	std::unique_ptr<Asset> CreateAndLoad(SavedAsset asset);
	/// Load the asset on disk by its name.
	std::unique_ptr<Asset> Load(std::string_view name) const;
	/// Load the asset on disk by a reference to its SavedAsset instance. This function assumes that the given SavedAsset
	/// is stored in AssetList, otherwise the behavior is undefined.
	std::unique_ptr<Asset> Load(const SavedAsset& asset) const;
	const SavedAsset* Rename(std::string_view oldName, std::string_view newName);
	bool Remove(std::string_view name);

	int GetCacheSizeLimit() const;
	void SetCacheSizeLimit(int limit);

	struct ListState {
		const SavedAsset* SelectedAsset = nullptr;
	};
	void DisplayIconsList(ListState& state);
	void DisplayDetailsList(ListState& state);
	void DisplayControls(ListState& state);

protected:
	virtual void DiscoverFiles(const std::function<void(SavedAsset)>& callback) const = 0;

	// Helper
	void DiscoverFilesByExtension(const std::function<void(SavedAsset)>& callback, const std::filesystem::path& containerDir, std::string_view extension) const;
	void DiscoverFilesByHeader(const std::function<void(SavedAsset)>& callback, const std::filesystem::path& containerDir, const std::function<bool(std::istream&)>& validater) const;

	/// Create an empty/default instance of this asset type on disk, potentially qualified by SavedAsset::Payload.
	/// Return `true` on success and `false` on failure.
	virtual bool SaveInstance(const SavedAsset& assetInfo, const Asset* asset) const = 0;
	/// The returned pointer indicate ownership to the object.
	virtual Asset* LoadInstance(const SavedAsset& assetInfo) const = 0;
	/// Create an empty/default instance of this asset type, potentially qualified by SavedAsset::Payload.
	/// The returned pointer indicate ownership to the object.
	virtual Asset* CreateInstance(const SavedAsset& assetInfo) const = 0;
	virtual bool RenameInstanceOnDisk(const SavedAsset& assetInfo, std::string_view oldName) const = 0;

	virtual std::string RetrieveNameFromFile(const std::filesystem::path& file) const = 0;
	virtual uuids::uuid RetrieveUuidFromFile(const std::filesystem::path& file) const = 0;
	virtual std::filesystem::path RetrievePathFromAsset(const SavedAsset& asset) const = 0;

	virtual void DisplayAssetCreator(ListState& state) = 0;
	virtual void DisplayDetailsTable(ListState& state) const = 0;
};

template <class T>
class AssetListTyped : public AssetList {
public:
	using AssetList::AssetList;

#pragma clang diagnostic push
#pragma ide diagnostic ignored "HidingNonVirtualFunction"
	std::unique_ptr<T> CreateAndLoad(SavedAsset asset) {
		return std::unique_ptr<T>(static_cast<T*>(AssetList::CreateAndLoad(asset).release()));
	}

	std::unique_ptr<T> Load(std::string_view name) const {
		return std::unique_ptr<T>(static_cast<T*>(AssetList::Load(name).release()));
	}

	std::unique_ptr<T> Load(const SavedAsset& asset) const {
		return std::unique_ptr<T>(static_cast<T*>(AssetList::Load(asset).release()));
	}
#pragma clang diagnostic pop
};