mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
697 lines
21 KiB
Beef
697 lines
21 KiB
Beef
using GlitchyEngine;
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using GlitchyEngine.Collections;
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using GlitchyEngine.Renderer;
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using System;
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using System.Collections;
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using System.IO;
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using System.Linq;
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using GlitchyEngine.Content;
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namespace GlitchyEditor.Assets;
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public class AssetNode
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{
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public String Name ~ delete _;
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public String Path ~ delete _;
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public String Identifier ~ delete _;
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public bool IsDirectory;
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public AssetFile AssetFile ~ delete _;
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public List<SubAsset> SubAssets ~ {
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SubAssets?.ClearAndDeleteItems();
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delete SubAssets;
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}
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public Texture2D PreviewImage ~ _?.ReleaseRef();
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}
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public class SubAsset
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{
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public AssetNode Asset;
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public String Name ~ delete _;
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//public String AssetInternalPath ~ delete _;
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public Texture2D PreviewImage ~ _?.ReleaseRef();
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}
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public static class AssetIdentifier
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{
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public const char8 DirectorySeparatorChar = '/';
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// TODO: Asset identifiers and paths have little to do with each other and already caused a bit of pain, we should consider not using String for both.
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/// Removes or unifies potential platform specific or file-path related stuff in the given asset identifier
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public static void Fixup(String assetIdentifier)
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{
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int dotIndex = 0;
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assetIdentifier.Replace('\\', DirectorySeparatorChar);
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// Replace /./ stuff
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while ((dotIndex = assetIdentifier.IndexOf('.', dotIndex)) != -1)
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{
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char8 lastChar = '\0';
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char8 nextChar = '\0';
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int nextIndex = dotIndex + 1;
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if (nextIndex < assetIdentifier.Length)
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nextChar = assetIdentifier[nextIndex];
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int lastIndex = dotIndex - 1;
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if (lastIndex < assetIdentifier.Length)
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lastChar = assetIdentifier[nextIndex];
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// We either need to have a slash on both sides, or we have to be at the start or end of the string
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if ((lastChar == '\0' || lastChar == DirectorySeparatorChar) &&
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(lastChar == '\0' || lastChar == DirectorySeparatorChar))
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{
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if (lastChar != '\0')
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assetIdentifier.Remove(lastIndex, 2);
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else
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assetIdentifier.Remove(dotIndex, 2);
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}
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else
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{
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// Skip the dot
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dotIndex++;
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}
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}
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if (assetIdentifier.StartsWith(DirectorySeparatorChar))
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assetIdentifier.Remove(0, 1);
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}
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}
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class AssetHierarchy
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{
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FileSystemWatcher fsw ~ {
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_.StopRaisingEvents();
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delete _;
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};
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internal TreeNode<AssetNode> _assetRootNode = null ~ DeleteTreeAndChildren!(_);
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internal TreeNode<AssetNode> _resourcesDirectoryNode = null;
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internal TreeNode<AssetNode> _assetsDirectoryNode = null;
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private append Dictionary<StringView, TreeNode<AssetNode>> _pathToAssetNode = .();
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private append Dictionary<StringView, TreeNode<AssetNode>> _identifierToAssetNode = .();
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private append Dictionary<AssetHandle, TreeNode<AssetNode>> _handleToAssetNode = .();
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private append String _resourcesDirectory = .();
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private append String _assetsDirectory = .();
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private EditorContentManager _contentManager;
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public TreeNode<AssetNode> RootNode => _assetRootNode;
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public StringView ResourcesDirectory
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{
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get => _resourcesDirectory;
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private set
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{
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_resourcesDirectory.Set(value);
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Path.Fixup(_resourcesDirectory);
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}
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}
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public StringView AssetsDirectory
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{
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get => _assetsDirectory;
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private set
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{
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_assetsDirectory.Set(value);
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Path.Fixup(_assetsDirectory);
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}
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}
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public this(EditorContentManager contentManager)
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{
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_contentManager = contentManager;
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// Create a root node that will contain all Asset directory nodes.
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_assetRootNode = new TreeNode<AssetNode>(new AssetNode());
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_assetRootNode->Path = new String();
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_assetRootNode->Name = new String();
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_assetRootNode->IsDirectory = true;
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Log.EngineLogger.Trace($"Created root node");
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}
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/// Deletes the file that belongs to the given assetNode
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public void DeleteFile(AssetNode assetNode)
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{
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if (assetNode.IsDirectory)
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{
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if (Directory.DelTree(assetNode.Path) case .Err(let error))
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{
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Log.EngineLogger.Error($"Couldn't delete Directory ({error}).");
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}
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}
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else
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{
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if (File.Delete(assetNode.Path) case .Err(let error))
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{
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Log.EngineLogger.Error($"Couldn't delete File \"{assetNode.Path}\" ({error}).");
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}
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}
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StringView assetDescriptorPath = assetNode.AssetFile?.AssetConfigPath ?? "";
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// If it exists, also try to delete the .ass file
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if (File.Exists(assetDescriptorPath))
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{
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if (File.Delete(assetDescriptorPath) case .Err(let error))
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{
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Log.EngineLogger.Error($"Couldn't delete Asset descriptor file \"{assetDescriptorPath}\" ({error}).");
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}
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}
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}
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/// Renames the given assetNode to the specified name.
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public void RenameFile(AssetNode assetNode, StringView fileName)
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{
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String directory = scope .();
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if (Path.GetDirectoryPath(assetNode.Path, directory) case .Err)
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{
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Log.EngineLogger.Error($"Rename failed. Couldn't get directory for path \"{assetNode.Path}\".");
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return;
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}
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String newName = scope .();
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Path.Combine(newName, directory, fileName);
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if (File.Move(assetNode.Path, newName) case .Err(let error))
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{
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Log.EngineLogger.Error($"Couldn't rename file from {assetNode.Path} to {newName} ({error}).");
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}
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// We don't need to rename the .ass file, because the filesystem watcher will handle this for us!
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}
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public Result<void> MoveFileToNode(StringView assetIdentifierToMove, TreeNode<AssetNode> newParentEntry)
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{
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TreeNode<AssetNode> fileToMove = GetNodeFromIdentifier(assetIdentifierToMove).GetValueOrDefault();
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if (fileToMove == null)
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{
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Log.EngineLogger.Error($"Couldn't find asset node for asset {assetIdentifierToMove}");
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return .Err;
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}
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String newPathName = scope .();
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Path.Combine(newPathName, newParentEntry->Path, fileToMove->Name);
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if (File.Exists(newPathName))
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{
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Log.EngineLogger.Error("Can't move file. Target already exists.");
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return .Err;
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}
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if (fileToMove->IsDirectory)
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{
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if (Directory.Move(fileToMove->Path, newPathName) case .Err(let error))
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{
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Log.EngineLogger.Error($"Couldn't move directory from {fileToMove->Path} to {newPathName} ({error}).");
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return .Err;
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}
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}
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else
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{
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if (File.Move(fileToMove->Path, newPathName) case .Err(let error))
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{
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Log.EngineLogger.Error($"Couldn't move file from {fileToMove->Path} to {newPathName} ({error}).");
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return .Err;
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}
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}
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if (fileToMove->AssetFile != null)
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{
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if (File.Exists(fileToMove->AssetFile.AssetConfigPath))
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{
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String newConfigPathName = scope .(newPathName);
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newConfigPathName.Append(AssetFile.ConfigFileExtension);
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if (File.Move(fileToMove->AssetFile.AssetConfigPath, newConfigPathName) case .Err(let error))
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{
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Log.EngineLogger.Error($"Couldn't move asset description file from {fileToMove->AssetFile.AssetConfigPath} to {newConfigPathName} ({error}). Sorry :(");
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return .Err;
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}
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}
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}
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return .Ok;
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}
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/// Sets path to the directory that contains the engine assets.
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public void SetResourcesDirectory(StringView fileName)
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{
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ResourcesDirectory = fileName;
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_resourcesDirectoryNode?.ForEach(scope (node) => {
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_pathToAssetNode.Remove(node->Path);
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_identifierToAssetNode.Remove(node->Identifier);
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let handle = node->AssetFile?.AssetConfig?.AssetHandle;
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if (handle != null)
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_handleToAssetNode.Remove(handle.Value);
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});
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_assetRootNode.RemoveChild(_resourcesDirectoryNode);
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DeleteTreeAndChildren!(_resourcesDirectoryNode);
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_resourcesDirectoryNode = null;
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if (!Directory.Exists(ResourcesDirectory))
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{
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Log.EngineLogger.Error($"Resources directory \"{ResourcesDirectory}\" doesn't exist.");
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return;
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}
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AssetNode assetNode = new AssetNode();
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assetNode.Path = new String(ResourcesDirectory);
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assetNode.Name = new String();
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assetNode.Identifier = new String("###resources");
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assetNode.IsDirectory = true;
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Path.GetFileName(assetNode.Path, assetNode.Name);
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_resourcesDirectoryNode = _assetRootNode.AddChild(assetNode);
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_pathToAssetNode.Add(assetNode.Path, _resourcesDirectoryNode);
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_identifierToAssetNode.Add(assetNode.Identifier, _resourcesDirectoryNode);
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Log.EngineLogger.Trace($"Created directory node for: \"{ResourcesDirectory}\"");
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// TODO: Watch resources folder?
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//SetupResourcesFileSystemWatcher();
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UpdateFiles();
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}
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/// Sets path to the directory that contains the game assets.
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public void SetAssetsDirectory(StringView fileName)
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{
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if (AssetsDirectory == fileName)
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return;
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AssetsDirectory = fileName;
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_assetsDirectoryNode?.ForEach(scope (node) => {
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_pathToAssetNode.Remove(node->Path);
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_identifierToAssetNode.Remove(node->Identifier);
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let handle = node->AssetFile?.AssetConfig?.AssetHandle;
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if (handle != null)
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_handleToAssetNode.Remove(handle.Value);
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});
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_assetRootNode.RemoveChild(_assetsDirectoryNode);
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DeleteTreeAndChildren!(_assetsDirectoryNode);
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_assetsDirectoryNode = null;
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if (!Directory.Exists(AssetsDirectory))
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{
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// TODO: This is not an error, if no project is loaded
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Log.EngineLogger.Warning($"Assets directory \"{AssetsDirectory}\" doesn't exist.");
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return;
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}
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AssetNode assetNode = new AssetNode();
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assetNode.Path = new String(AssetsDirectory);
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assetNode.Name = new String();
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assetNode.Identifier = new String("###assets");
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assetNode.IsDirectory = true;
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Path.GetFileName(assetNode.Path, assetNode.Name);
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_assetsDirectoryNode = _assetRootNode.AddChild(assetNode);
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_pathToAssetNode.Add(assetNode.Path, _assetsDirectoryNode);
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_identifierToAssetNode.Add(assetNode.Identifier, _assetsDirectoryNode);
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Log.EngineLogger.Trace($"Created directory node for: \"{AssetsDirectory}\"");
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SetupFileSystemWatcher();
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UpdateFiles();
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}
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private bool _fileTreeUpdateRequested = false;
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/// Invokes the the file tree update on the mainthread.
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private void DeferFileTreeUpdate()
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{
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if (!_fileTreeUpdateRequested)
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{
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_fileTreeUpdateRequested = true;
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Application.Instance.InvokeOnMainThread(new () =>
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{
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UpdateFiles();
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_fileTreeUpdateRequested = false;
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});
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}
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}
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/// Initializes the FSW for the current ContentDirectory and registers the events.
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private void SetupFileSystemWatcher()
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{
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delete fsw;
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fsw = new FileSystemWatcher(_assetsDirectory);
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fsw.IncludeSubdirectories = true;
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fsw.OnChanged.Add(new (filename) => {
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// Note: Gets fired for a directory if a file inside it is created/removed
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Log.EngineLogger.Trace($"File content changed (\"{filename}\")");
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FileContentChanged(filename);
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});
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fsw.OnCreated.Add(new (filename) => {
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Log.EngineLogger.Trace($"File created (\"{filename}\")");
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DeferFileTreeUpdate();
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});
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fsw.OnDeleted.Add(new (filename) => {
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Log.EngineLogger.Trace($"File deleted (\"{filename}\")");
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DeferFileTreeUpdate();
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});
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fsw.OnRenamed.Add(new (oldName, newName) => {
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Log.EngineLogger.Trace($"File renamed (From \"{oldName}\" to \"{newName}\")");
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FileRenamed(oldName, newName);
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DeferFileTreeUpdate();
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});
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fsw.StartRaisingEvents();
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}
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/// Gets the tree node for the given filePath or .Err, if the file/directory doesn't exist.
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/// @param filePath the path for which to return the tree node.
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/// @remarks Do not hold a reference to the TreeNode because it can become invalid when the file hierarchy changes.
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public Result<TreeNode<AssetNode>> GetNodeFromPath(StringView filePath)
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{
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if (_pathToAssetNode.TryGetValue(filePath, let treeNode))
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{
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return treeNode;
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}
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return .Err;
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}
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/// Gets the tree node for the given asset identifier or .Err, if the file/directory doesn't exist.
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/// @param filePath the path for which to return the tree node.
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/// @remarks Do not hold a reference to the TreeNode because it can become invalid when the file hierarchy changes.
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public Result<TreeNode<AssetNode>> GetNodeFromIdentifier(StringView identifier)
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{
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if (_identifierToAssetNode.TryGetValue(identifier, let treeNode))
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{
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return treeNode;
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}
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return .Err;
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}
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/// Gets the tree node for the given asset handle; or .Err, if no file exists with the given handle.
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/// @param filePath the path for which to return the tree node.
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/// @remarks Do not hold a reference to the TreeNode because it can become invalid when the file hierarchy changes.
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public Result<TreeNode<AssetNode>> GetNodeFromAssetHandle(AssetHandle assetHandle)
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{
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if (_handleToAssetNode.TryGetValue(assetHandle, let treeNode))
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{
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return treeNode;
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}
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return .Err;
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}
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public bool FileExists(StringView filePath)
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{
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return _pathToAssetNode.ContainsKey(filePath);
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}
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/// Determines and set the Identfier for the given asset node.
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private void DetermineIdentifier(TreeNode<AssetNode> assetNode)
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{
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if (assetNode->Identifier == null)
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assetNode->Identifier = new String();
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assetNode->Identifier.Clear();
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// Get the Identifier which is simply the path relative to the asste root (either Resources- or Assets-Folder)
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if (assetNode.IsInSubtree(_resourcesDirectoryNode))
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{
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Path.GetRelativePath(assetNode->Path, _resourcesDirectoryNode->Path, assetNode->Identifier);
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assetNode->Identifier.Insert(0, "Resources/");
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}
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else if (assetNode.IsInSubtree(_assetsDirectoryNode))
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{
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Path.GetRelativePath(assetNode->Path, _assetsDirectoryNode->Path, assetNode->Identifier);
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assetNode->Identifier.Insert(0, "Assets/");
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}
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AssetIdentifier.Fixup(assetNode->Identifier);
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}
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/// Scans the tree for orphaned nodes and removes them.
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void RemoveOrphanedEntries(TreeNode<AssetNode> node)
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{
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for (TreeNode<AssetNode> child in node.Children)
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{
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if (!Directory.Exists(child->Path) && !File.Exists(child->Path))
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{
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Log.EngineLogger.Trace($"Removing orphaned node for: \"{child->Path}\"");
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@child.Remove();
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// Remove entire subtree from all maps
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child.ForEach(scope (node) => {
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_pathToAssetNode.Remove(node->Path);
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_identifierToAssetNode.Remove(node->Identifier);
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if (node->AssetFile != null)
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{
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_handleToAssetNode.Remove(node->AssetFile.AssetConfig.AssetHandle);
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}
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Log.EngineLogger.Trace($"Removed orphaned node from tree {node->Path} ({node->AssetFile?.AssetConfig.AssetHandle})");
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});
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DeleteTreeAndChildren!(child);
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}
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else
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{
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RemoveOrphanedEntries(child);
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}
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}
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}
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/// Rebuilds the asset file hierarchy.
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private void UpdateFiles()
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{
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Log.EngineLogger.Trace($"Updating asset hierarchy");
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// Cleanup entire tree first to avoid
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RemoveOrphanedEntries(_assetRootNode);
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/// Creates a TreeNode for the given file path.
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/// @param fileName The name of the file/directory to add to the tree.
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/// @param isDirectory If True, the Entry will be added as a directory
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/// @param parentNode The node that is the parentNode in the tree
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TreeNode<AssetNode> CreateTreeNode(String filePath, bool isDirectory, TreeNode<AssetNode> parentNode)
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{
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AssetNode assetNode = new AssetNode();
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assetNode.Path = new String(filePath);
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assetNode.Name = new String();
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assetNode.IsDirectory = isDirectory;
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Path.GetFileName(filePath, assetNode.Name);
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TreeNode<AssetNode> treeNode = parentNode.AddChild(assetNode);
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DetermineIdentifier(treeNode);
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_pathToAssetNode.Add(assetNode.Path, treeNode);
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_identifierToAssetNode.Add(assetNode.Identifier, treeNode);
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// Only files get AssetFile and AssetHandle
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if (!isDirectory)
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{
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// TODO: Subassets
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//GrabSubAssets(node);
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// TODO: Apparently directories were supposed to get an AssetFile? Makes sense, we wanted to have settings for directories, too!
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treeNode->AssetFile = new AssetFile(_contentManager, assetNode.Identifier, assetNode.Path, assetNode.IsDirectory);
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_handleToAssetNode.Add(assetNode.AssetFile.AssetConfig.AssetHandle, treeNode);
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}
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Log.EngineLogger.Trace($"Created {(isDirectory ? "directory" : "file")} node for: \"{assetNode.Path}\"");
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return treeNode;
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}
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/// If necessary adds a tree node for the given file path. For Directories also adds files and subdirectories.
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/// @param fileName The name of the file/directory to add to the tree.
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/// @param isDirectory If True, the Entry will be added as a directory
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/// @param parentNode The node that is the parentNode in the tree
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void AddEntryToTree(String filePath, bool isDirectory, TreeNode<AssetNode> parentNode)
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{
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// Try to find the node for the specified path in the given parent
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TreeNode<AssetNode> treeNode = parentNode.Children.Where(scope (node) => node.Value.Path == filePath).FirstOrDefault();
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// If no node was found -> create one
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if (treeNode == null)
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treeNode = CreateTreeNode(filePath, isDirectory, parentNode);
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if (isDirectory)
|
|
AddSubdirectoriesAndFilesToTree(treeNode);
|
|
}
|
|
|
|
/// Adds the subdirectories of the given directory to the tree
|
|
/// @param directoryNode The node of the directory whose subdirectories and files will be added.
|
|
void AddSubdirectoriesAndFilesToTree(TreeNode<AssetNode> directoryNode)
|
|
{
|
|
// Filter that finds all entries of a directory.
|
|
String filter = scope $"{directoryNode->Path}/*";
|
|
|
|
String filePathBuffer = scope String(256);
|
|
String fileExtensionBuffer = scope String(16);
|
|
|
|
for (var entry in Directory.Enumerate(filter, .Directories | .Files))
|
|
{
|
|
entry.GetFilePath(filePathBuffer..Clear());
|
|
filePathBuffer.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);
|
|
|
|
if (!entry.IsDirectory)
|
|
{
|
|
// For files we have to check whether or not the file ends with .ass
|
|
|
|
fileExtensionBuffer.Clear();
|
|
Path.GetExtension(filePathBuffer, fileExtensionBuffer);
|
|
|
|
// Ignore meta files.
|
|
if (fileExtensionBuffer.Equals(AssetFile.ConfigFileExtension, .OrdinalIgnoreCase))
|
|
continue;
|
|
}
|
|
|
|
AddEntryToTree(filePathBuffer, entry.IsDirectory, directoryNode);
|
|
}
|
|
}
|
|
|
|
if (!AssetsDirectory.IsWhiteSpace)
|
|
AddSubdirectoriesAndFilesToTree(_assetsDirectoryNode);
|
|
|
|
if (!ResourcesDirectory.IsWhiteSpace)
|
|
AddSubdirectoriesAndFilesToTree(_resourcesDirectoryNode);
|
|
}
|
|
|
|
private void FileContentChanged(StringView fileName)
|
|
{
|
|
var fileName;
|
|
|
|
// Config files aren't really tracked but changing them effectively changes the corresponding file
|
|
// so we fire the event for them.
|
|
if (fileName.EndsWith(AssetFile.ConfigFileExtension))
|
|
fileName.RemoveFromEnd(AssetFile.ConfigFileExtension.Length);
|
|
|
|
String fileNameWithContentRoot = scope .();
|
|
Path.InternalCombine(fileNameWithContentRoot, _assetsDirectory, fileName);
|
|
|
|
var nodeResult = GetNodeFromPath(fileNameWithContentRoot);
|
|
|
|
TreeNode<AssetNode> node = null;
|
|
|
|
if (!(nodeResult case .Ok(out node)))
|
|
{
|
|
// This happens, when we create new files.
|
|
Log.EngineLogger.Trace($"Could not find node for file \"{fileNameWithContentRoot}\"");
|
|
return;
|
|
}
|
|
|
|
// Don't fire event for directories.
|
|
if (node->IsDirectory)
|
|
return;
|
|
|
|
OnFileContentChanged(node.Value);
|
|
}
|
|
|
|
private void FileRenamed(StringView oldFilePath, StringView newFilePath)
|
|
{
|
|
var oldFilePath;
|
|
|
|
// Ignore Config files.
|
|
if (oldFilePath.EndsWith(AssetFile.ConfigFileExtension))
|
|
return;
|
|
|
|
|
|
String oldFileNameWithContentRoot = scope .();
|
|
Path.InternalCombine(oldFileNameWithContentRoot, _assetsDirectory, oldFilePath);
|
|
|
|
String newFileNameWithContentRoot = scope .();
|
|
Path.InternalCombine(newFileNameWithContentRoot, _assetsDirectory, newFilePath);
|
|
|
|
// Rename config file
|
|
{
|
|
String oldConfigFileName = scope $"{oldFileNameWithContentRoot}{AssetFile.ConfigFileExtension}";
|
|
String newConfigFileName = scope $"{newFileNameWithContentRoot}{AssetFile.ConfigFileExtension}";
|
|
|
|
if (File.Exists(oldConfigFileName) && !File.Exists(newConfigFileName))
|
|
{
|
|
if (File.Move(oldConfigFileName, newConfigFileName) case .Err(let value))
|
|
{
|
|
Log.EngineLogger.Error($"Failed to move file {oldConfigFileName} to {newConfigFileName}. Code: {value}");
|
|
}
|
|
}
|
|
}
|
|
|
|
var nodeResult = GetNodeFromPath(oldFileNameWithContentRoot);
|
|
|
|
TreeNode<AssetNode> node = null;
|
|
|
|
if (!(nodeResult case .Ok(out node)))
|
|
{
|
|
// This happens, when we create new files.
|
|
Log.EngineLogger.Trace($"Could not find node for file \"{oldFileNameWithContentRoot}\"");
|
|
return;
|
|
}
|
|
|
|
// Save the old identifier
|
|
String oldIdentifier = scope .(node->Identifier);
|
|
|
|
_pathToAssetNode.Remove(oldFileNameWithContentRoot);
|
|
_identifierToAssetNode.Remove(node->Identifier);
|
|
|
|
node->Path.Set(newFileNameWithContentRoot);
|
|
_pathToAssetNode.Add(node->Path, node);
|
|
|
|
// Updates node->Identifier
|
|
DetermineIdentifier(node);
|
|
|
|
_identifierToAssetNode.Add(node->Identifier, node);
|
|
|
|
node->Name.Clear();
|
|
Path.GetFileName(newFileNameWithContentRoot, node->Name);
|
|
|
|
// Directories have no AssetFile?
|
|
if (node->AssetFile != null)
|
|
{
|
|
node->AssetFile.[Friend]_path.Set(node->Path);
|
|
|
|
node->AssetFile.[Friend]_identifier.Set(newFilePath);
|
|
AssetIdentifier.Fixup(node->AssetFile.[Friend]_identifier);
|
|
|
|
node->AssetFile.[Friend]_assetConfigPath.Set(node->Path);
|
|
node->AssetFile.[Friend]_assetConfigPath.Append(AssetFile.ConfigFileExtension);
|
|
}
|
|
|
|
// Fire renamed event (e.g. because EditorContentManager needs to know)
|
|
OnFileRenamed(node.Value, oldIdentifier);
|
|
}
|
|
|
|
public delegate void FileContentChangedFunc(AssetNode node);
|
|
|
|
public Event<FileContentChangedFunc> OnFileContentChanged ~ _.Dispose();
|
|
|
|
public delegate void FileRenamedFunc(AssetNode node, StringView oldName);
|
|
|
|
public Event<FileRenamedFunc> OnFileRenamed ~ _.Dispose();
|
|
}
|