ResourceEditorProvider.ts 5.0 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. export default class ResourceEditorProvider {
  33. private standardEditorRegistry: Editor.Extensions.ResourceEditorBuilder[] = [];
  34. private customEditorRegistry: Editor.Extensions.ResourceEditorBuilder[] = [];
  35. private resourceFrame: Atomic.UIWidget;
  36. constructor(resourceFrame: Atomic.UIWidget) {
  37. this.resourceFrame = resourceFrame;
  38. }
  39. /**
  40. * Register an internal core editor.
  41. */
  42. registerStandardEditor(editorBuilder: Editor.Extensions.ResourceEditorBuilder) {
  43. this.standardEditorRegistry.push(editorBuilder);
  44. }
  45. /**
  46. * Register a custom editor. These editors will override editors in the standard editor list if
  47. * they both resolve the ```canHandleResource``` call.
  48. */
  49. registerCustomEditor(editorBuilder: Editor.Extensions.ResourceEditorBuilder) {
  50. this.customEditorRegistry.push(editorBuilder);
  51. }
  52. /**
  53. * Will unregister a previously registered editor builder
  54. * @param {Editor.Extensions.ResourceEditorBuilder} editorBuilder
  55. */
  56. unregisterCustomEditor(editorBuilder: Editor.Extensions.ResourceEditorBuilder) {
  57. var index = this.customEditorRegistry.indexOf(editorBuilder, 0);
  58. if (index > -1) {
  59. this.customEditorRegistry.splice(index, 1);
  60. }
  61. }
  62. /**
  63. * Returns an editor for the provided resource type or null
  64. */
  65. getEditor(resourcePath: string, tabContainer, lineNumber: number) {
  66. let editorBuilder: Editor.Extensions.ResourceEditorBuilder;
  67. this.customEditorRegistry.forEach((builder) => {
  68. if (builder.canHandleResource(resourcePath)) {
  69. editorBuilder = builder;
  70. return;
  71. }
  72. });
  73. if (!editorBuilder) {
  74. this.standardEditorRegistry.forEach((builder) => {
  75. if (builder.canHandleResource(resourcePath)) {
  76. editorBuilder = builder;
  77. return;
  78. }
  79. });
  80. }
  81. if (editorBuilder) {
  82. return editorBuilder.getEditor(this.resourceFrame, resourcePath, tabContainer, lineNumber);
  83. } else {
  84. return null;
  85. }
  86. }
  87. /**
  88. * Loads the built-in standard editors
  89. */
  90. loadStandardEditors() {
  91. this.registerStandardEditor(new TextFileResourceEditorBuilder());
  92. this.registerStandardEditor(new JavascriptResourceEditorBuilder());
  93. this.registerStandardEditor(new JsonResourceEditorBuilder());
  94. this.registerStandardEditor(new CSharpResourceEditorBuilder());
  95. this.registerStandardEditor(new TypescriptResourceEditorBuilder());
  96. this.registerStandardEditor(new Scene3dResourceEditorBuilder());
  97. this.registerStandardEditor(new XMLResourceEditorBuilder());
  98. this.registerStandardEditor(new ShaderResourceEditorBuilder());
  99. // this overrides the test resource editor so need to put it in the custom bucket
  100. this.registerCustomEditor(new TurboBadgerResourceEditorBuilder());
  101. this.registerCustomEditor(new VisualStudioResourceEditorBuilder());
  102. }
  103. }