rcpp_framework/core/resource.h

146 lines
5.4 KiB
C++

#ifndef RESOURCE_H
#define RESOURCE_H
#include <functional>
#include <map>
#include <string>
#include "libs/rapidjson/document.h"
#include "reference.h"
#if DATABASES_ENABLED
class Database;
#endif
class Resource : public Reference {
RCPP_OBJECT(Resource, Reference);
public:
enum ResourcePropertyFlags {
PROPERTY_FLAG_NONE = 0,
PROPERTY_FLAG_SQL_EXCAPE = 1 << 0,
PROPERTY_FLAG_SANITIZE_HTML_SPECIAL_CHARS = 1 << 1,
PROPERTY_FLAG_DONT_SERIALIZE = 1 << 2,
PROPERTY_FLAG_USER_INPUT = PROPERTY_FLAG_SQL_EXCAPE,
PROPERTY_FLAG_VISIBLE_INPUT = PROPERTY_FLAG_SQL_EXCAPE | PROPERTY_FLAG_SANITIZE_HTML_SPECIAL_CHARS,
};
public:
int get_id();
void set_id(const int value);
bool get_dirty();
void set_dirty(const bool value);
std::string get_resource_name();
void set_resource_name(const std::string &name);
void changed();
virtual void save();
virtual void load();
virtual void migrate();
#if DATABASES_ENABLED
virtual void sql_save();
virtual void sql_load();
virtual void sql_migrate();
virtual void sql_create_tables();
virtual void sql_delete_tables();
virtual void sql_save(Database *db);
virtual void sql_load(Database *db);
virtual void sql_migrate(Database *db);
virtual void sql_create_tables(Database *db);
virtual void sql_delete_tables(Database *db);
#endif
virtual void file_save();
virtual void file_load();
virtual void file_ensure_directory_exist();
virtual std::string file_get_base_path();
std::string to_json(rapidjson::Document *document = nullptr);
void from_json(const std::string &data);
//todo add a variant like class. (Or variant itself from godot.)
int get_int(const std::string &property);
float get_float(const std::string &property);
std::string get_string(const std::string &property);
bool get_bool(const std::string &property);
Ref<Resource> get_resource(const std::string &property);
std::vector<int> get_int_vector(const std::string &property);
std::vector<float> get_float_vector(const std::string &property);
std::vector<std::string> get_string_vector(const std::string &property);
std::vector<bool> get_bool_vector(const std::string &property);
std::vector<Ref<Resource> > get_resource_vector(const std::string &property);
void set_int(const std::string &property, const int data);
void set_float(const std::string &property, const float data);
void set_string(const std::string &property, const std::string &data);
void set_bool(const std::string &property, const bool data);
void set_resource(const std::string &property, const Ref<Resource> &data);
void set_int_vector(const std::string &property, const std::vector<int> &data);
void set_float_vector(const std::string &property, const std::vector<float> &data);
void set_string_vector(const std::string &property, const std::vector<std::string> &data);
void set_bool_vector(const std::string &property, const std::vector<bool> &data);
void set_resource_vector(const std::string &property, const std::vector<Ref<Resource> > &data);
void add_property_int(const std::string &name, std::function<int(Resource *)> getter, std::function<void(Resource *, int)> setter, const int property_flags = 0);
void add_property_float(const std::string &name, std::function<float(Resource *)> getter, std::function<void(Resource *, float)> setter, const int property_flags = 0);
void add_property_string(const std::string &name, std::function<std::string(Resource *)> getter, std::function<void(Resource *, std::string)> setter, const int property_flags = 0);
void add_property_bool(const std::string &name, std::function<bool(Resource *)> getter, std::function<void(Resource *, bool)> setter, const int property_flags = 0);
void add_property_resource(const std::string &name, std::function<Ref<Resource>(Resource *)> getter, std::function<void(Resource *, Ref<Resource>)> setter, const int property_flags = 0);
void add_property_int_vector(const std::string &name, std::function<std::vector<int>(Resource *)> getter, std::function<void(Resource *, std::vector<int>)> setter, const int property_flags = 0);
void add_property_float_vector(const std::string &name, std::function<std::vector<float>(Resource *)> getter, std::function<void(Resource *, std::vector<float>)> setter, const int property_flags = 0);
void add_property_string_vector(const std::string &name, std::function<std::vector<std::string>(Resource *)> getter, std::function<void(Resource *, std::vector<std::string>)> setter, const int property_flags = 0);
void add_property_bool_vector(const std::string &name, std::function<std::vector<bool>(Resource *)> getter, std::function<void(Resource *, std::vector<bool>)> setter, const int property_flags = 0);
void add_property_resource_vector(const std::string &name, std::function<std::vector<Ref<Resource> >(Resource *)> getter, std::function<void(Resource *, std::vector<Ref<Resource> >)> setter, const int property_flags = 0);
virtual void register_properties();
Resource();
~Resource();
protected:
enum ResourcePropertyType {
TYPE_NULL = 0,
TYPE_INT,
TYPE_FLOAT,
TYPE_STRING,
TYPE_BOOL,
TYPE_RESOURCE,
TYPE_VECTOR_INT,
TYPE_VECTOR_FLOAT,
TYPE_VECTOR_STRING,
TYPE_VECTOR_BOOL,
TYPE_VECTOR_RESOURCE,
};
struct ResourcePropertyBase {
ResourcePropertyType type;
ResourcePropertyBase() {
type = TYPE_NULL;
}
};
template <class G, class S>
struct ResourceProperty : public ResourcePropertyBase {
G getter;
S setter;
};
std::map<std::string, ResourcePropertyBase *> _property_map;
private:
int _id;
bool _dirty;
std::string _resource_name;
};
#endif