/* Copyright (C) 2012 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 . */ #include "precompiled.h" #include "ObjectSettings.h" #include "GameInterface/Messages.h" #include "ScenarioEditor/ScenarioEditor.h" ObjectSettings::ObjectSettings(Observable >& 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& ObjectSettings::GetActorSelections() const { return m_ActorSelections; } void ObjectSettings::SetActorSelections(const std::set& selections) { m_ActorSelections = selections; PostToGame(); } const std::vector ObjectSettings::GetActorVariation() const { std::vector variation; for (std::vector::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 selections; for (std::set::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& 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 > variation = *qry.settings->variantGroups; for (std::vector >::iterator grp = variation.begin(); grp != variation.end(); ++grp) { wxArrayString variants; for (std::vector::iterator it = grp->begin(); it != grp->end(); ++it) { variants.Add(it->c_str()); } m_VariantGroups.push_back(variants); } std::vector selections = *qry.settings->selections; for (std::vector::iterator sel = selections.begin(); sel != selections.end(); ++sel) { m_ActorSelections.insert(sel->c_str()); } static_cast*>(this)->NotifyObservers(); } void ObjectSettings::PostToGame() { if (m_SelectedObjects.empty()) return; for (std::vector::iterator it = m_SelectedObjects.begin(); it != m_SelectedObjects.end(); it++) { POST_COMMAND(SetObjectSettings, (m_View, *it, GetSettings())); } }