MassBuilderSaveTool/src/Mass/Mass.h

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#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021-2022 Guillaume Jacquemin
//
// This program 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 3 of the License, or
// (at your option) any later version.
//
// This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
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#include <Corrade/Containers/Optional.h>
#include <Corrade/Containers/Pointer.h>
#include <Corrade/Containers/StaticArray.h>
#include <Corrade/Containers/String.h>
#include <Corrade/Containers/StringView.h>
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#include <Magnum/Magnum.h>
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#include <Magnum/Math/Color.h>
#include <Magnum/Math/Vector2.h>
#include <Magnum/Math/Vector3.h>
#include "Joints.h"
#include "CustomStyle.h"
#include "Decal.h"
#include "Accessory.h"
#include "ArmourPart.h"
#include "WeaponPart.h"
#include "Weapon.h"
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#include "../UESaveFile/UESaveFile.h"
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using namespace Corrade;
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using namespace Magnum;
struct ArrayProperty;
class Mass {
public:
enum class State : UnsignedByte {
Empty, Invalid, Valid
};
explicit Mass(const std::string& path);
Mass(const Mass&) = delete;
Mass& operator=(const Mass&) = delete;
Mass(Mass&&) = default;
Mass& operator=(Mass&&) = default;
auto lastError() -> Containers::StringView;
static auto getNameFromFile(Containers::StringView path) -> Containers::Optional<Containers::String>;
void refreshValues();
auto filename() -> Containers::StringView;
auto name() -> Containers::StringView;
auto setName(Containers::StringView new_name) -> bool;
auto state() -> State;
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auto dirty() const -> bool;
void setDirty(bool dirty = true);
auto jointSliders() -> Joints&;
void getJointSliders();
auto writeJointSliders() -> bool;
auto frameStyles() -> Containers::ArrayView<Int>;
void getFrameStyles();
auto writeFrameStyles() -> bool;
auto eyeFlareColour() -> Color4&;
void getEyeFlareColour();
auto writeEyeFlareColour() -> bool;
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auto frameCustomStyles() -> Containers::ArrayView<CustomStyle>;
void getFrameCustomStyles();
auto writeFrameCustomStyle(UnsignedLong index) -> bool;
auto armourParts() -> Containers::ArrayView<ArmourPart>;
void getArmourParts();
auto writeArmourPart(ArmourSlot slot) -> bool;
auto armourCustomStyles() -> Containers::ArrayView<CustomStyle>;
void getArmourCustomStyles();
auto writeArmourCustomStyle(UnsignedLong index) -> bool;
auto meleeWeapons() -> Containers::ArrayView<Weapon>;
void getMeleeWeapons();
auto writeMeleeWeapons() -> bool;
auto shields() -> Containers::ArrayView<Weapon>;
void getShields();
auto writeShields() -> bool;
auto bulletShooters() -> Containers::ArrayView<Weapon>;
void getBulletShooters();
auto writeBulletShooters() -> bool;
auto energyShooters() -> Containers::ArrayView<Weapon>;
void getEnergyShooters();
auto writeEnergyShooters() -> bool;
auto bulletLaunchers() -> Containers::ArrayView<Weapon>;
void getBulletLaunchers();
auto writeBulletLaunchers() -> bool;
auto energyLaunchers() -> Containers::ArrayView<Weapon>;
void getEnergyLaunchers();
auto writeEnergyLaunchers() -> bool;
auto globalStyles() -> Containers::ArrayView<CustomStyle>;
void getGlobalStyles();
auto writeGlobalStyle(UnsignedLong index) -> bool;
void getTuning();
auto engine() -> Int&;
auto gears() -> Containers::ArrayView<Int>;
auto os() -> Int&;
auto modules() -> Containers::ArrayView<Int>;
auto architecture() -> Int&;
auto techs() -> Containers::ArrayView<Int>;
auto account() -> Containers::StringView;
auto updateAccount(Containers::StringView new_account) -> bool;
private:
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void getCustomStyles(Containers::ArrayView<CustomStyle> styles, ArrayProperty* style_array);
auto setCustomStyle(const CustomStyle& style, UnsignedLong index, ArrayProperty* style_array) -> bool;
void getDecals(Containers::ArrayView<Decal> decals, ArrayProperty* decal_array);
void writeDecals(Containers::ArrayView<Decal> decals, ArrayProperty* decal_array);
void getAccessories(Containers::ArrayView<Accessory> accessories, ArrayProperty* accessory_array);
void writeAccessories(Containers::ArrayView<Accessory> accessories, ArrayProperty* accs_array);
void getWeaponType(Containers::StringView prop_name, Containers::ArrayView<Weapon> weapon_array);
auto writeWeaponType(Containers::StringView prop_name, Containers::ArrayView<Weapon> weapon_array) -> bool;
void getTuningCategory(Containers::StringView big_node_prop_name, Int& big_node_id,
Containers::StringView small_nodes_prop_name, Containers::ArrayView<Int> small_nodes_ids);
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Containers::Optional<UESaveFile> _mass;
Containers::String _lastError;
Containers::String _folder;
Containers::String _filename;
State _state = State::Empty;
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bool _dirty = false;
Containers::Optional<Containers::String> _name = Containers::NullOpt;
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struct {
Joints joints{};
Containers::StaticArray<4, Int> styles{ValueInit};
Color4 eyeFlare{0.0f};
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Containers::StaticArray<16, CustomStyle> customStyles;
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} _frame;
struct {
Containers::StaticArray<38, ArmourPart> parts;
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Containers::StaticArray<16, CustomStyle> customStyles;
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} _armour;
struct {
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Containers::StaticArray<8, Weapon> melee;
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Containers::StaticArray<1, Weapon> shields;
Containers::StaticArray<4, Weapon> bulletShooters;
Containers::StaticArray<4, Weapon> energyShooters;
Containers::StaticArray<4, Weapon> bulletLaunchers;
Containers::StaticArray<4, Weapon> energyLaunchers;
} _weapons;
Containers::Array<CustomStyle> _globalStyles;
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struct {
Int engineId;
Containers::StaticArray<7, Int> gearIds;
Int osId;
Containers::StaticArray<7, Int> moduleIds;
Int archId;
Containers::StaticArray<7, Int> techIds;
} _tuning;
Containers::String _account;
};