/**************************************************************************** Copyright (c) 2008, Radon Labs GmbH Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn 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. ****************************************************************************/ #pragma once //------------------------------------------------------------------------------ /** @class IO::AssignRegistry Central registry for path assigns. This is a true singleton, visible from all threads. */ //#include "core/refcounted.h" #include "io/assign.h" #include "io/uri.h" #include "util/hashtable.h" //#include "threading/criticalsection.h" #include "core/singleton.h" //------------------------------------------------------------------------------ namespace IO { class AssignRegistry //: public Core::RefCounted { //__DeclareClass(AssignRegistry); __DeclareImageSingleton(AssignRegistry); public: /// constructor AssignRegistry(); /// destructor virtual ~AssignRegistry(); /// setup the assign registry (may only be called once from the main thread) void Setup(); /// discard the assign registry void Discard(); /// set a new assign void SetAssign(const Assign& assign); /// return true if an assign exists /// clear an assign void ClearAssign(const Util::String& assignName); /// return true if the object has been setup bool IsValid() const; bool HasAssign(const Util::String& assignName) const; /// get an assign Util::String GetAssign(const Util::String& assignName) const; /// return an array of all currently defined assigns Util::Array GetAllAssigns() const; /// resolve any assigns in an URI URI ResolveAssigns(const URI& uri) const; /// resolve any assigns in a string (must have URI form) Util::String ResolveAssignsInString(const Util::String& uriString) const; private: ///// setup standard system assigns (e.g. home:, etc...) //void SetupSystemAssigns(); ///// setup standard project assigns (e.g. msh:, model:, etc...) //void SetupProjectAssigns(); bool isValid; //Threading::CriticalSection critSect; Util::HashTable assignTable; }; } // namespace IO //------------------------------------------------------------------------------