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mfgames-nitride-cil/src/MfGames.Nitride.Handlebars/RenderContentTemplate.cs
D. Moonfire 9e93eb6ce6 refactor!: fixed missed namespaces
- reformatted code and cleaned up references
2023-01-14 18:19:42 -06:00

65 lines
1.8 KiB
C#

using System;
using System.Collections.Generic;
using FluentValidation;
using HandlebarsDotNet;
using MfGames.Gallium;
using MfGames.Nitride.Contents;
namespace MfGames.Nitride.Handlebars;
/// <summary>
/// An operation that uses the content to create a template that is then
/// applied against the content and metadata and then replaces the content
/// of that entity.
/// </summary>
[WithProperties]
public partial class RenderContentTemplate : OperationBase
{
private readonly HandlebarsTemplateCache cache;
private readonly IValidator<RenderContentTemplate> validator;
public RenderContentTemplate(
IValidator<RenderContentTemplate> validator,
HandlebarsTemplateCache cache)
{
this.validator = validator;
this.cache = cache;
}
/// <summary>
/// Gets or sets the callback used to create a model from a given
/// entity. This allows for the website to customize what information is
/// being passed to the template.
/// </summary>
public Func<Entity, object>? CreateModelCallback { get; set; }
/// <inheritdoc />
public override IEnumerable<Entity> Run(IEnumerable<Entity> input)
{
this.validator.ValidateAndThrow(this);
return input.SelectEntity<HasHandlebarsTemplate, ITextContent>(
this.Apply);
}
private Entity Apply(
Entity entity,
HasHandlebarsTemplate _,
ITextContent content)
{
string text = content.GetText();
HandlebarsTemplate<object, object> template =
this.cache.GetLiteralTemplate(text);
object model = this.CreateModelCallback!(entity);
string result = template(model!);
return entity
.Remove<HasHandlebarsTemplate>()
.SetTextContent(result);
}
}