0ad/source/tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/ObjectSettings.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

156 lines
3.9 KiB
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/* Copyright (C) 2017 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "ObjectSettings.h"
#include "GameInterface/Messages.h"
#include "ScenarioEditor/ScenarioEditor.h"
ObjectSettings::ObjectSettings(Observable<std::vector<AtlasMessage::ObjectID> >& selectedObjects, int view)
: m_PlayerID(0), m_SelectedObjects(selectedObjects), m_View(view)
{
m_Conn = m_SelectedObjects.RegisterObserver(0, &ObjectSettings::OnSelectionChange, this);
}
int ObjectSettings::GetPlayerID() const
{
return m_PlayerID;
}
void ObjectSettings::SetPlayerID(int playerID)
{
m_PlayerID = playerID;
PostToGame();
}
void ObjectSettings::SetView(int view)
{
m_View = view;
}
const std::set<wxString>& ObjectSettings::GetActorSelections() const
{
return m_ActorSelections;
}
void ObjectSettings::SetActorSelections(const std::set<wxString>& selections)
{
m_ActorSelections = selections;
PostToGame();
}
const std::vector<ObjectSettings::Group> ObjectSettings::GetActorVariation() const
{
std::vector<Group> variation;
for (std::vector<wxArrayString>::const_iterator grp = m_VariantGroups.begin();
grp != m_VariantGroups.end();
++grp)
{
Group group;
group.variants = *grp;
// Variant choice method, as used by the game: Choose the first variant
// which matches any of the selections
size_t chosen = 0; // default to first
for (size_t i = 0; i < grp->GetCount(); ++i)
{
if (m_ActorSelections.find(grp->Item(i)) != m_ActorSelections.end())
{
chosen = i;
break;
}
}
group.chosen = grp->Item(chosen);
variation.push_back(group);
}
return variation;
}
AtlasMessage::sObjectSettings ObjectSettings::GetSettings() const
{
AtlasMessage::sObjectSettings settings;
settings.player = m_PlayerID;
// Copy selections from set into vector
std::vector<std::wstring> selections;
for (std::set<wxString>::const_iterator it = m_ActorSelections.begin();
it != m_ActorSelections.end();
++it)
{
selections.push_back((std::wstring)it->wc_str());
}
settings.selections = selections;
return settings;
}
void ObjectSettings::OnSelectionChange(const std::vector<AtlasMessage::ObjectID>& selection)
{
// TODO: what would be the sensible action if nothing's selected?
// and if multiple objects are selected?
if (selection.empty())
return;
AtlasMessage::qGetObjectSettings qry (m_View, selection[0]);
qry.Post();
m_PlayerID = qry.settings->player;
m_ActorSelections.clear();
m_VariantGroups.clear();
std::vector<std::vector<std::wstring> > variation = *qry.settings->variantGroups;
for (std::vector<std::vector<std::wstring> >::iterator grp = variation.begin();
grp != variation.end();
++grp)
{
wxArrayString variants;
for (std::vector<std::wstring>::iterator it = grp->begin();
it != grp->end();
++it)
{
variants.Add(it->c_str());
}
m_VariantGroups.push_back(variants);
}
std::vector<std::wstring> selections = *qry.settings->selections;
for (std::vector<std::wstring>::iterator sel = selections.begin();
sel != selections.end();
++sel)
{
m_ActorSelections.insert(sel->c_str());
}
static_cast<Observable<ObjectSettings>*>(this)->NotifyObservers();
}
void ObjectSettings::PostToGame()
{
for (AtlasMessage::ObjectID& obj : m_SelectedObjects)
POST_COMMAND(SetObjectSettings, (m_View, obj, GetSettings()));
}