ResourceEditorProvider.ts 5.3 KB

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  1. //
  2. // Copyright (c) 2014-2016 THUNDERBEAST GAMES LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. import JavascriptResourceEditorBuilder from "./resourceEditors/JavascriptResourceEditorBuilder";
  23. import JsonResourceEditorBuilder from "./resourceEditors/JsonResourceEditorBuilder";
  24. import Scene3dResourceEditorBuilder from "./resourceEditors/Scene3dResourceEditorBuilder";
  25. import TextFileResourceEditorBuilder from "./resourceEditors/TextFileResourceEditorBuilder";
  26. import TurboBadgerResourceEditorBuilder from "./resourceEditors/TurboBadgerResourceEditorBuilder";
  27. import TypescriptResourceEditorBuilder from "./resourceEditors/TypescriptResourceEditorBuilder";
  28. import CSharpResourceEditorBuilder from "./resourceEditors/CSharpResourceEditorBuilder";
  29. import XMLResourceEditorBuilder from "./resourceEditors/XMLResourceEditorBuilder";
  30. import ShaderResourceEditorBuilder from "./resourceEditors/ShaderResourceEditorBuilder";
  31. import VisualStudioResourceEditorBuilder from "./resourceEditors/VisualStudioResourceEditorBuilder";
  32. import DukDebugResourceEditorBuilder from "./resourceEditors/DukDebuggerResourceEditorBuilder";
  33. export default class ResourceEditorProvider {
  34. private standardEditorRegistry: Editor.Extensions.ResourceEditorBuilder[] = [];
  35. private customEditorRegistry: Editor.Extensions.ResourceEditorBuilder[] = [];
  36. private resourceFrame: Atomic.UIWidget;
  37. constructor(resourceFrame: Atomic.UIWidget) {
  38. this.resourceFrame = resourceFrame;
  39. }
  40. /**
  41. * Register an internal core editor.
  42. */
  43. registerStandardEditor(editorBuilder: Editor.Extensions.ResourceEditorBuilder) {
  44. this.standardEditorRegistry.push(editorBuilder);
  45. }
  46. /**
  47. * Register a custom editor. These editors will override editors in the standard editor list if
  48. * they both resolve the ```canHandleResource``` call.
  49. */
  50. registerCustomEditor(editorBuilder: Editor.Extensions.ResourceEditorBuilder) {
  51. this.customEditorRegistry.push(editorBuilder);
  52. }
  53. /**
  54. * Will unregister a previously registered editor builder
  55. * @param {Editor.Extensions.ResourceEditorBuilder} editorBuilder
  56. */
  57. unregisterCustomEditor(editorBuilder: Editor.Extensions.ResourceEditorBuilder) {
  58. var index = this.customEditorRegistry.indexOf(editorBuilder, 0);
  59. if (index > -1) {
  60. this.customEditorRegistry.splice(index, 1);
  61. }
  62. }
  63. /**
  64. * Returns an editor for the provided resource type or null
  65. */
  66. getEditor(resourcePath: string, tabContainer, lineNumber: number) {
  67. let editorBuilder: Editor.Extensions.ResourceEditorBuilder;
  68. this.customEditorRegistry.forEach((builder) => {
  69. if (builder.canHandleResource(resourcePath)) {
  70. editorBuilder = builder;
  71. return;
  72. }
  73. });
  74. if (!editorBuilder) {
  75. this.standardEditorRegistry.forEach((builder) => {
  76. if (builder.canHandleResource(resourcePath)) {
  77. editorBuilder = builder;
  78. return;
  79. }
  80. });
  81. }
  82. if (editorBuilder) {
  83. return editorBuilder.getEditor(this.resourceFrame, resourcePath, tabContainer, lineNumber);
  84. } else {
  85. return null;
  86. }
  87. }
  88. /**
  89. * Loads the built-in standard editors
  90. */
  91. loadStandardEditors() {
  92. this.registerStandardEditor(new TextFileResourceEditorBuilder());
  93. this.registerStandardEditor(new JavascriptResourceEditorBuilder());
  94. this.registerStandardEditor(new JsonResourceEditorBuilder());
  95. this.registerStandardEditor(new CSharpResourceEditorBuilder());
  96. this.registerStandardEditor(new TypescriptResourceEditorBuilder());
  97. this.registerStandardEditor(new Scene3dResourceEditorBuilder());
  98. this.registerStandardEditor(new XMLResourceEditorBuilder());
  99. this.registerStandardEditor(new ShaderResourceEditorBuilder());
  100. // This will hook in and possibly override all editors, so put it in the custom bucket
  101. this.registerCustomEditor(new DukDebugResourceEditorBuilder());
  102. // this overrides the TextFileResourceEditorBuilder so need to put it in the custom bucket
  103. this.registerCustomEditor(new TurboBadgerResourceEditorBuilder());
  104. this.registerCustomEditor(new VisualStudioResourceEditorBuilder());
  105. }
  106. }