genesis-3d_engine/Engine/foundation/io/assignregistry.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

90 lines
3.3 KiB
Objective-C

/****************************************************************************
Copyright (c) 2008, Radon Labs GmbH
Copyright (c) 2011-2013,WebJet Business Division,CYOU
http://www.genesis-3d.com.cn
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****************************************************************************/
#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<Assign> 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<Util::String, Util::String> assignTable;
};
} // namespace IO
//------------------------------------------------------------------------------