ES-DE/src/MetaData.h

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#pragma once
#include "pugiXML/pugixml.hpp"
#include <string>
#include <map>
#include "GuiComponent.h"
#include <ctime>
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,
MD_TIME
};
struct MetaDataDecl
{
std::string key;
MetaDataType type;
std::string defaultValue;
bool isStatistic;
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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);
const std::string& get(const std::string& key) const;
int getInt(const std::string& key) const;
float getFloat(const std::string& key) const;
std::time_t 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