Files
Nuake-custom/Nuake/src/Resource/Project.cpp

155 lines
3.4 KiB
C++

#include "Project.h"
#include "../Core/FileSystem.h"
#include <json/json.hpp>
#include <fstream>
#include <streambuf>
#include "../Core/Logger.h"
namespace Nuake
{
Project::Project(const std::string& Name, const std::string& Description, const std::string& FullPath, const std::string& defaultScenePath)
{
this->Name = Name;
this->Description = Description;
this->FullPath = FullPath;
this->TrenchbroomPath = "";
if (defaultScenePath != "")
{
Ref<Scene> scene = CreateRef<Scene>();
scene->Deserialize(defaultScenePath);
}
this->EntityDefinitionsFile = CreateRef<FGDFile>();
SaveAs(FullPath);
}
Project::Project()
{
this->Name = "";
this->Description = "";
this->FullPath = "";
this->TrenchbroomPath = "";
this->EntityDefinitionsFile = CreateRef<FGDFile>();
}
void Project::Save()
{
SaveAs(this->FullPath);
}
void Project::SaveAs(const std::string& FullPath)
{
json j = Serialize();
std::string serialized_string = j.dump();
// TODO: Use file interface here...
// Write to file.
std::ofstream projectFile;
projectFile.open(FullPath);
projectFile << serialized_string;
projectFile.close();
}
bool Project::FileExist()
{
return std::filesystem::exists(this->FullPath.c_str());
}
Ref<Project> Project::New(const std::string& Name, const std::string& Description, const std::string& FullPath)
{
return CreateRef<Project>(Name, Description, FullPath);
}
Ref<Project> Project::New()
{
return CreateRef<Project>();
}
Ref<Project> Project::Load(std::string& path)
{
std::ifstream i(path);
json j;
i >> j;
// validation
std::string projectName;
if (!j.contains("ProjectName"))
return nullptr;
projectName = j["ProjectName"];
std::string description;
if (j.contains("Description"))
description = j["Description"];
return CreateRef<Project>(projectName, description, path);
}
json Project::Serialize()
{
BEGIN_SERIALIZE();
SERIALIZE_VAL(Name);
SERIALIZE_VAL(Description);
if(DefaultScene)
SERIALIZE_VAL_LBL("DefaultScene", DefaultScene->Path);
if(EntityDefinitionsFile)
SERIALIZE_VAL_LBL("EntityDefinition", EntityDefinitionsFile->Path);
SERIALIZE_VAL(TrenchbroomPath);
END_SERIALIZE();
}
bool Project::Deserialize(const std::string& str)
{
BEGIN_DESERIALIZE();
if (!j.contains("Name") || !j.contains("Description"))
return false;
Name = j["Name"];
Description = j["Description"];
if (j.contains("EntityDefinition") && j["EntityDefinition"] != "")
{
std::string path = j["EntityDefinition"];
EntityDefinitionsFile = CreateRef<FGDFile>(path);
std::string content = FileSystem::ReadFile(path, false);
EntityDefinitionsFile->Deserialize(content);
}
if (j.contains("TrenchbroomPath"))
{
this->TrenchbroomPath = j["TrenchbroomPath"];
}
DefaultScene = Scene::New();
// Load default scene, a project can have no default scene set.
if (!j.contains("DefaultScene") )
return true;
std::string scenePath = j["DefaultScene"];
if (scenePath == "") // Not set correctly.
return true;
if (!FileSystem::FileExists(scenePath))
return true;
std::string sceneContent = FileSystem::ReadFile(scenePath, false);
if (!DefaultScene->Deserialize(sceneContent))
{
Logger::Log("Error loading scene: " + scenePath, CRITICAL);
}
DefaultScene->Path = scenePath;
Logger::Log("Successfully loaded scene: " + scenePath);
return true; // Success
}
}