use std::path::{Component, Path}; use anyhow::Result; use globset::Glob; use objdiff_core::config::{try_project_config, ProjectObject, DEFAULT_WATCH_PATTERNS}; use crate::app::{AppState, ObjectConfig}; #[derive(Clone)] pub enum ProjectObjectNode { Unit(String, usize), Dir(String, Vec), } fn join_single_dir_entries(nodes: &mut Vec) { for node in nodes { if let ProjectObjectNode::Dir(my_name, my_nodes) = node { join_single_dir_entries(my_nodes); // If this directory consists of a single sub-directory... if let [ProjectObjectNode::Dir(sub_name, sub_nodes)] = &mut my_nodes[..] { // ... join the two names with a path separator and eliminate the layer *my_name += "/"; *my_name += sub_name; *my_nodes = std::mem::take(sub_nodes); } } } } fn find_dir<'a>( name: &str, nodes: &'a mut Vec, ) -> &'a mut Vec { if let Some(index) = nodes .iter() .position(|node| matches!(node, ProjectObjectNode::Dir(dir_name, _) if dir_name == name)) { if let ProjectObjectNode::Dir(_, children) = &mut nodes[index] { return children; } } else { nodes.push(ProjectObjectNode::Dir(name.to_string(), vec![])); if let Some(ProjectObjectNode::Dir(_, children)) = nodes.last_mut() { return children; } } unreachable!(); } fn build_nodes( units: &mut [ProjectObject], project_dir: &Path, target_obj_dir: Option<&Path>, base_obj_dir: Option<&Path>, ) -> Vec { let mut nodes = vec![]; for (idx, unit) in units.iter_mut().enumerate() { unit.resolve_paths(project_dir, target_obj_dir, base_obj_dir); let mut out_nodes = &mut nodes; let path = if let Some(name) = &unit.name { Path::new(name) } else if let Some(path) = &unit.path { path } else { continue; }; if let Some(parent) = path.parent() { for component in parent.components() { if let Component::Normal(name) = component { let name = name.to_str().unwrap(); out_nodes = find_dir(name, out_nodes); } } } let filename = path.file_name().unwrap().to_str().unwrap().to_string(); out_nodes.push(ProjectObjectNode::Unit(filename, idx)); } // Within the top-level module directories, join paths. Leave the // top-level name intact though since it's the module name. for node in &mut nodes { if let ProjectObjectNode::Dir(_, sub_nodes) = node { join_single_dir_entries(sub_nodes); } } nodes } pub fn load_project_config(state: &mut AppState) -> Result<()> { let Some(project_dir) = &state.config.project_dir else { return Ok(()); }; if let Some((result, info)) = try_project_config(project_dir) { let project_config = result?; state.config.custom_make = project_config.custom_make.clone(); state.config.custom_args = project_config.custom_args.clone(); state.config.target_obj_dir = project_config.target_dir.as_deref().map(|p| project_dir.join(p)); state.config.base_obj_dir = project_config.base_dir.as_deref().map(|p| project_dir.join(p)); state.config.build_base = project_config.build_base.unwrap_or(true); state.config.build_target = project_config.build_target.unwrap_or(false); if let Some(watch_patterns) = &project_config.watch_patterns { state.config.watch_patterns = watch_patterns .iter() .map(|s| Glob::new(s)) .collect::, globset::Error>>()?; } else { state.config.watch_patterns = DEFAULT_WATCH_PATTERNS.iter().map(|s| Glob::new(s).unwrap()).collect(); } state.watcher_change = true; state.objects = project_config.units.clone().unwrap_or_default(); state.object_nodes = build_nodes( &mut state.objects, project_dir, state.config.target_obj_dir.as_deref(), state.config.base_obj_dir.as_deref(), ); state.current_project_config = Some(project_config); state.project_config_info = Some(info); // Reload selected object if let Some(selected_obj) = &state.config.selected_obj { if let Some(obj) = state.objects.iter().find(|o| o.name() == selected_obj.name) { let config = ObjectConfig::from(obj); state.set_selected_obj(config); } else { state.clear_selected_obj(); } } } Ok(()) }