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# pragma once
# include "pugiXML/pugixml.hpp"
# include <string>
# include <map>
# include "GuiComponent.h"
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# include <boost/date_time.hpp>
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enum MetaDataType
{
//generic types
MD_STRING ,
MD_INT ,
MD_FLOAT ,
//specialized types
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MD_MULTILINE_STRING ,
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MD_IMAGE_PATH ,
MD_RATING ,
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MD_DATE ,
MD_TIME //used for lastplayed
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} ;
struct MetaDataDecl
{
std : : string key ;
MetaDataType type ;
std : : string defaultValue ;
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bool isStatistic ; //if true, ignore scraper values for this metadata
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} ;
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boost : : posix_time : : ptime string_to_ptime ( const std : : string & str , const std : : string & fmt = " %Y%m%dT%H%M%S%F%q " ) ;
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class MetaDataList
{
public :
static std : : vector < MetaDataDecl > getDefaultGameMDD ( ) ;
static MetaDataList createFromXML ( const std : : vector < MetaDataDecl > & mdd , pugi : : xml_node node ) ;
//MetaDataDecl required to set our defaults.
MetaDataList ( const std : : vector < MetaDataDecl > & mdd ) ;
void set ( const std : : string & key , const std : : string & value ) ;
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void setTime ( const std : : string & key , const boost : : posix_time : : ptime & time ) ; //times are internally stored as ISO strings (e.g. boost::posix_time::to_iso_string(ptime))
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const std : : string & get ( const std : : string & key ) const ;
int getInt ( const std : : string & key ) const ;
float getFloat ( const std : : string & key ) const ;
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boost : : posix_time : : ptime getTime ( const std : : string & key ) const ;
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static GuiComponent * makeDisplay ( Window * window , MetaDataType as ) ;
static GuiComponent * makeEditor ( Window * window , MetaDataType as ) ;
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void appendToXML ( pugi : : xml_node parent , const std : : vector < MetaDataDecl > & ignoreDefaults = std : : vector < MetaDataDecl > ( ) ) const ;
private :
MetaDataList ( ) ;
std : : map < std : : string , std : : string > mMap ;
} ;
//options for storing metadata...
//store internally everything as a string - this is all going to be read to/from XML anyway, after all
//store using individual get/set functions ala Settings - this is a fair amount of work but the most explicit, for better or worse
//let's think about some of the special types we would like to support...
//image paths, sound paths, ratings, play counts
//these get represented behind-the-scenes as strings, floats, and integers, and are eventually saved as strings
//the only specialty is how they're edited and viewed, really
//so we need...
//to be able to iterate through the available metadata
//create components designed to either DISPLAY or EDIT a given piece of metadata
//save and load metadata