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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>
164 lines
4.2 KiB
C++
164 lines
4.2 KiB
C++
/* Copyright (C) 2025 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ObjectSettings.h"
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#include "tools/atlas/AtlasUI/General/Observable.h"
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#include "tools/atlas/AtlasUI/ScenarioEditor/ScenarioEditor.h"
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#include "tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/Tools.h"
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#include "tools/atlas/GameInterface/Messages.h"
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#include "tools/atlas/GameInterface/Shareable.h"
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#include "tools/atlas/GameInterface/SharedTypes.h"
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#include <cstddef>
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#include <list>
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#include <string>
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ObjectSettings::ObjectSettings(Observable<std::vector<AtlasMessage::ObjectID> >& selectedObjects, int view)
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: m_PlayerID(0), m_SelectedObjects(selectedObjects), m_View(view)
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{
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m_Conn = m_SelectedObjects.RegisterObserver(0, &ObjectSettings::OnSelectionChange, this);
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}
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int ObjectSettings::GetPlayerID() const
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{
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return m_PlayerID;
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}
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void ObjectSettings::SetPlayerID(int playerID)
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{
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m_PlayerID = playerID;
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PostToGame();
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}
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void ObjectSettings::SetView(int view)
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{
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m_View = view;
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}
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const std::set<wxString>& ObjectSettings::GetActorSelections() const
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{
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return m_ActorSelections;
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}
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void ObjectSettings::SetActorSelections(const std::set<wxString>& selections)
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{
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m_ActorSelections = selections;
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PostToGame();
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}
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const std::vector<ObjectSettings::Group> ObjectSettings::GetActorVariation() const
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{
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std::vector<Group> variation;
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for (std::vector<wxArrayString>::const_iterator grp = m_VariantGroups.begin();
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grp != m_VariantGroups.end();
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++grp)
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{
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Group group;
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group.variants = *grp;
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// Variant choice method, as used by the game: Choose the first variant
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// which matches any of the selections
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size_t chosen = 0; // default to first
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for (size_t i = 0; i < grp->GetCount(); ++i)
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{
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if (m_ActorSelections.find(grp->Item(i)) != m_ActorSelections.end())
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{
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chosen = i;
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break;
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}
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}
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group.chosen = grp->Item(chosen);
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variation.push_back(group);
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}
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return variation;
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}
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AtlasMessage::sObjectSettings ObjectSettings::GetSettings() const
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{
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AtlasMessage::sObjectSettings settings;
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settings.player = m_PlayerID;
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// Copy selections from set into vector
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std::vector<std::wstring> selections;
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for (std::set<wxString>::const_iterator it = m_ActorSelections.begin();
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it != m_ActorSelections.end();
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++it)
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{
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selections.push_back((std::wstring)it->wc_str());
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}
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settings.selections = selections;
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return settings;
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}
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void ObjectSettings::OnSelectionChange(const std::vector<AtlasMessage::ObjectID>& selection)
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{
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// TODO: what would be the sensible action if nothing's selected?
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// and if multiple objects are selected?
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if (selection.empty())
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return;
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AtlasMessage::qGetObjectSettings qry (m_View, selection[0]);
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qry.Post();
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m_PlayerID = qry.settings->player;
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m_ActorSelections.clear();
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m_VariantGroups.clear();
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std::vector<std::vector<std::wstring> > variation = *qry.settings->variantGroups;
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for (std::vector<std::vector<std::wstring> >::iterator grp = variation.begin();
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grp != variation.end();
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++grp)
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{
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wxArrayString variants;
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for (std::vector<std::wstring>::iterator it = grp->begin();
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it != grp->end();
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++it)
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{
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variants.Add(it->c_str());
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}
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m_VariantGroups.push_back(variants);
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}
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std::vector<std::wstring> selections = *qry.settings->selections;
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for (std::vector<std::wstring>::iterator sel = selections.begin();
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sel != selections.end();
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++sel)
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{
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m_ActorSelections.insert(sel->c_str());
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}
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static_cast<Observable<ObjectSettings>*>(this)->NotifyObservers();
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}
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void ObjectSettings::PostToGame()
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{
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for (AtlasMessage::ObjectID& obj : m_SelectedObjects)
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POST_COMMAND(SetObjectSettings, (m_View, obj, GetSettings()));
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}
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