d71f4168fb
* logger business * code review * rm c-style array * extract image rendering to view * missing view files * init view abstractions * leverage concepts and provide a templateized Enumerate function * RVO * get rid of some warnings * logger business * code review * rm c-style array * extract image rendering to view * missing view files * init view abstractions * leverage concepts and provide a templateized Enumerate function * RVO * get rid of some warnings * logger business * code review * rm c-style array * init view abstractions * leverage concepts and provide a templateized Enumerate function * RVO * get rid of some warnings * logger business * code review * rm c-style array * init view abstractions * leverage concepts and provide a templateized Enumerate function * RVO * get rid of some warnings * Factor out AppGLFW base class The intention here is to get rid of scaffolding in the consumer application class and allow to focus on the "important bits". * Some cleanup * dump unnecessary dependency * link stuff where needed & use only what's needed * remove deprecation warnings * add gallery toggle * make some includes private * add presets * remove dir locals, use presets instead `projectile-configure-project' in conjunction with CMakePresets.json will allow to configure the project. `projectile-compile-project' does sth similar for the compile command. This is equivalent to something like ~cmake --preset clang-debug && cmake --build build --preset clang-debug~ * use presets in pipeline --------- Co-authored-by: m-aXimilian <keuffnermax@gmail.com>
72 lines
2.5 KiB
C++
72 lines
2.5 KiB
C++
#pragma once
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#include <concepts>
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#include <functional>
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#include <memory>
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#include <optional>
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#include <unordered_map>
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#include "imaging/PixelariumImage.hpp"
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namespace pixelarium::resources
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{
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struct IResource
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{
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virtual ~IResource() = default;
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};
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template <typename R>
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concept ResT = requires(R& r) { static_cast<IResource&>(r); };
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template <typename ResT>
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class IResourcePool
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{
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public:
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virtual ~IResourcePool() = default;
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virtual std::optional<const ResT*> GetResource(size_t id) const = 0;
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virtual size_t SetResource(std::unique_ptr<ResT> res) = 0;
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virtual bool ModifyResource(size_t id, std::unique_ptr<ResT> res) = 0;
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virtual bool DeleteResource(size_t id) = 0;
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virtual void EnumerateResources(const std::function<void(size_t, const ResT&)>& func) = 0;
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virtual size_t GetTotalSize() const = 0;
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};
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// Now with the =GetResource= method, I do not want to transfer ownership to the caller of that method. The ownership
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// should still
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// reside with the =ResourcePool=!
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// In fact, the intention is, that there is no way back once the =ResourcePool= took ownership of an object.
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// Callers can get references, but no ownership. A caller might delete a resource though.
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class ImageResourcePool : public IResourcePool<imaging::PixelariumImage>
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{
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public:
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ImageResourcePool() = default;
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ImageResourcePool(ImageResourcePool&) = delete;
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ImageResourcePool(const ImageResourcePool&) = delete;
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ImageResourcePool(ImageResourcePool&&) = delete;
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ImageResourcePool& operator=(ImageResourcePool&) = delete;
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ImageResourcePool& operator=(ImageResourcePool&&) = delete;
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std::optional<const imaging::PixelariumImage*> GetResource(size_t id) const override;
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size_t SetResource(std::unique_ptr<imaging::PixelariumImage> res) override;
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bool ModifyResource(size_t id, std::unique_ptr<imaging::PixelariumImage> res) override;
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bool DeleteResource(size_t id) override;
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void EnumerateResources(const std::function<void(size_t, const imaging::PixelariumImage&)>& func) override;
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template <typename Callable>
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requires std::invocable<Callable, size_t, const imaging::PixelariumImage&>
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void Enumerate(Callable&& func) const
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{
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for (const auto& e : this->resources_)
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{
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func(e.first, *e.second);
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}
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}
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size_t GetTotalSize() const override { return resources_.size(); }
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private:
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std::unordered_map<size_t, std::unique_ptr<imaging::PixelariumImage>> resources_;
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};
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} // namespace pixelarium::resources
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