pandemonium_engine/modules/database/database_manager.h

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#ifndef DATABASE_MANAGER_H
#define DATABASE_MANAGER_H
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/*************************************************************************/
/* database_manager.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/containers/vector.h"
#include "core/object/reference.h"
#include "core/string/ustring.h"
#include "core/object/object.h"
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class Database;
class DatabaseManager : public Object {
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GDCLASS(DatabaseManager, Object);
public:
//ddb = default database
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Ref<Database> get_ddb();
void set_ddb(const Ref<Database> &db);
void add_database(const Ref<Database> &db, bool set_as_default = true);
void remove_database(const int index, const bool unset_if_default = true);
Ref<Database> get_database(const int index);
int get_database_count();
Vector<Ref<Database>> get_databases();
Vector<Variant> get_databases_bind();
void initialized();
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void load();
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void migrate(const bool p_clear, const bool p_should_seed, const int p_seed);
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static DatabaseManager *get_singleton();
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DatabaseManager();
~DatabaseManager();
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protected:
Vector<Ref<Database>> _databases;
Ref<Database> _ddb;
private:
static void _bind_methods();
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static DatabaseManager *_instance;
};
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#endif