#pragma once #include #include #include "openvic2/Logger.hpp" namespace OpenVic2 { using return_t = bool; // This mirrors godot::Error, where `OK = 0` and `FAILED = 1`. static constexpr return_t SUCCESS = false, FAILURE = true; class HasIdentifier { std::string identifier; protected: HasIdentifier(std::string const& new_identifier); public: std::string const& get_identifier() const; }; template::value>::type* = nullptr> class IdentifierRegistry { std::vector items; bool locked = false; public: return_t add_item(T&& item) { if (locked) { Logger::error("Cannot add item to the ", name, " registry - locked!"); return FAILURE; } if (item.get_identifier().empty()) { Logger::error("Cannot add item to the ", name, " registry - empty identifier!"); return FAILURE; } T const* old_item = get_item_by_identifier(item.get_identifier()); if (old_item != nullptr) { Logger::error("Cannot add item to the ", name, " registry - an item with the identifier \"", item.get_identifier(), "\" already exists!"); return FAILURE; } items.push_back(item); return SUCCESS; } void lock() { if (locked) { Logger::error("Failed to lock ", name, " registry - already locked!"); } else { locked = true; Logger::info("Locked ", name, " registry after registering ", get_item_count(), " items"); } } bool is_locked() const { return locked; } size_t get_item_count() const { return items.size(); } T* get_item_by_identifier(std::string const& identifier) { if (!identifier.empty()) for (T& item : items) if (item.get_identifier() == identifier) return &item; return nullptr; } T const* get_item_by_identifier(std::string const& identifier) const { if (!identifier.empty()) for (T const& item : items) if (item.get_identifier() == identifier) return &item; return nullptr; } T* get_item_by_index(size_t index) { return index < items.size() ? &items[index] : nullptr; } T const* get_item_by_index(size_t index) const { return index < items.size() ? &items[index] : nullptr; } std::vector& get_items() { return items; } std::vector const& get_items() const { return items; } }; }