more seperation

This commit is contained in:
Aiden
2026-05-10 23:53:27 +10:00
parent 7f0f60c0e3
commit 41075bbc61
25 changed files with 733 additions and 1031 deletions

View File

@@ -0,0 +1,70 @@
#pragma once
#include "RuntimeJson.h"
#include <cstddef>
#include <string>
class RuntimeStore;
enum class RuntimeCoordinatorCommittedStateMode
{
Unchanged,
UseCommittedStates,
UseLiveSnapshots
};
enum class RuntimeCoordinatorRenderResetScope
{
None,
TemporalHistoryOnly,
TemporalHistoryAndFeedback
};
struct RuntimeCoordinatorResult
{
bool accepted = false;
bool runtimeStateBroadcastRequired = false;
bool shaderBuildRequested = false;
bool clearTransientOscState = false;
bool compileStatusChanged = false;
bool compileStatusSucceeded = false;
bool clearReloadRequest = false;
RuntimeCoordinatorCommittedStateMode committedStateMode = RuntimeCoordinatorCommittedStateMode::Unchanged;
RuntimeCoordinatorRenderResetScope renderResetScope = RuntimeCoordinatorRenderResetScope::None;
std::string compileStatusMessage;
std::string errorMessage;
};
class RuntimeCoordinator
{
public:
explicit RuntimeCoordinator(RuntimeStore& runtimeStore);
RuntimeCoordinatorResult AddLayer(const std::string& shaderId);
RuntimeCoordinatorResult RemoveLayer(const std::string& layerId);
RuntimeCoordinatorResult MoveLayer(const std::string& layerId, int direction);
RuntimeCoordinatorResult MoveLayerToIndex(const std::string& layerId, std::size_t targetIndex);
RuntimeCoordinatorResult SetLayerBypass(const std::string& layerId, bool bypassed);
RuntimeCoordinatorResult SetLayerShader(const std::string& layerId, const std::string& shaderId);
RuntimeCoordinatorResult UpdateLayerParameter(const std::string& layerId, const std::string& parameterId, const JsonValue& newValue);
RuntimeCoordinatorResult UpdateLayerParameterByControlKey(const std::string& layerKey, const std::string& parameterKey, const JsonValue& newValue);
RuntimeCoordinatorResult ResetLayerParameters(const std::string& layerId);
RuntimeCoordinatorResult SaveStackPreset(const std::string& presetName);
RuntimeCoordinatorResult LoadStackPreset(const std::string& presetName);
RuntimeCoordinatorResult RequestShaderReload(bool preserveFeedbackState = false);
RuntimeCoordinatorResult HandleRuntimePollFailure(const std::string& error);
RuntimeCoordinatorResult HandlePreparedShaderBuildFailure(const std::string& error);
RuntimeCoordinatorResult HandlePreparedShaderBuildSuccess();
RuntimeCoordinatorResult HandleRuntimeReloadRequest();
bool PreserveFeedbackOnNextShaderBuild() const;
private:
RuntimeCoordinatorResult ApplyStoreMutation(bool succeeded, const std::string& errorMessage, bool reloadRequired, bool preserveFeedbackState);
RuntimeCoordinatorResult BuildQueuedReloadResult(bool preserveFeedbackState);
RuntimeCoordinatorResult BuildAcceptedNoReloadResult() const;
RuntimeStore& mRuntimeStore;
bool mPreserveFeedbackOnNextShaderBuild = false;
};