mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
iwyu 0.26 now want's full declaration of TYPE in case of std::vector<TYPE>, which is good as it allows the header to be self standing. There are some other changes suggested in part of the headers not being updated when they should have been and some due to changes in iwyu itself. Ref: #8086 Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
163 lines
4.2 KiB
C++
163 lines
4.2 KiB
C++
/* Copyright (C) 2026 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 <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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