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#pragma once
#include "Utils/UUID.hpp"
#include "Assets.hpp"
#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;
};
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();
virtual ~AssetList();
// TODO support file watches
void Reload();
int GetCount() 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;
virtual void SaveEmptyInstance(const SavedAsset& asset) const = 0;
virtual Asset* CreateEmptyInstance(const SavedAsset& asset) const = 0;
virtual Asset* LoadImpl(const SavedAsset& asset) 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;
/// This should call ImGui::BeginTable() along with other accessories such as setting up the header row.
virtual void SetupDetailsTable(const char* tableId) const = 0;
virtual void DrawBigIcon(ListState& state, const SavedAsset& asset) const = 0;
virtual void DrawDetailsTableRow(ListState& state, const SavedAsset& asset) const = 0;
};
template <class T>
class AssetListTyped : public AssetList
{
public:
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()));
}
};
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