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mfgames-nitride-cil/src/MfGames.Nitride.Handlebars/ApplyStyleTemplate.cs

70 lines
2.0 KiB
C#

using System;
using System.Collections.Generic;
using FluentValidation;
using MfGames.Gallium;
using HandlebarsDotNet;
using MfGames.Nitride.Contents;
namespace MfGames.Nitride.Handlebars;
/// <summary>
/// An operation that applies a common or shared template on the content of
/// a document that includes theme or styling information.
/// </summary>
[WithProperties]
public partial class ApplyStyleTemplate : OperationBase
{
private readonly HandlebarsTemplateCache cache;
private readonly IValidator<ApplyStyleTemplate> validator;
public ApplyStyleTemplate(
IValidator<ApplyStyleTemplate> 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; }
/// <summary>
/// Gets or sets the callback used to determine which template to use
/// for a given entity. This lets one have a per-page template change.
/// </summary>
public Func<Entity, string>? GetTemplateName { get; set; }
public IHandlebars? Handlebars { get; set; }
/// <inheritdoc />
public override IEnumerable<Entity> Run(IEnumerable<Entity> input)
{
// Make sure we have sane data.
this.validator.ValidateAndThrow(this);
// Create and set up the Handlebars.
return input.SelectEntity<ITextContent>(this.Apply);
}
private Entity Apply(
Entity entity,
ITextContent content)
{
object model = this.CreateModelCallback!(entity);
string name = this.GetTemplateName!(entity);
HandlebarsTemplate<object, object> template = this.cache.GetNamedTemplate(name);
string result = template(model!);
return entity.SetTextContent(result);
}
}