0ad/source/tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/ObjectSettings.cpp
Ralph Sennhauser e22c5bd05e
Fix some includes in atlas
Make include-what-you-use happy with some files in source/tools/atlas
and fix what needs to be fixed.

Update premake script to include missing deps and drop various extra
paths for simplification.

Don't always include wx/wx.h via precompiled.h in case PCH is disabled.

Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-08-21 14:18:38 +02:00

164 lines
4.2 KiB
C++

/* Copyright (C) 2025 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 "tools/atlas/AtlasUI/General/Observable.h"
#include "tools/atlas/AtlasUI/ScenarioEditor/ScenarioEditor.h"
#include "tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/Tools.h"
#include "tools/atlas/GameInterface/Messages.h"
#include "tools/atlas/GameInterface/Shareable.h"
#include "tools/atlas/GameInterface/SharedTypes.h"
#include <cstddef>
#include <list>
#include <string>
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()));
}