#pragma once
// MassBuilderSaveTool
// Copyright (C) 2021-2023 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 .
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include "Joints.h"
#include "BulletLauncherAttachment.h"
#include "CustomStyle.h"
#include "Decal.h"
#include "Accessory.h"
#include "ArmourPart.h"
#include "WeaponPart.h"
#include "Weapon.h"
#include "../UESaveFile/UESaveFile.h"
using namespace Corrade;
using namespace Magnum;
struct ArrayProperty;
class Mass {
public:
explicit Mass(Containers::StringView path);
Mass(const Mass&) = delete;
Mass& operator=(const Mass&) = delete;
Mass(Mass&&) = default;
Mass& operator=(Mass&&) = default;
Containers::StringView lastError();
static Containers::Optional getNameFromFile(Containers::StringView path);
void refreshValues();
Containers::StringView filename();
Containers::StringView name();
bool setName(Containers::StringView new_name);
enum class State: std::uint8_t {
Empty, Invalid, Valid
};
State state();
bool dirty() const;
void setDirty(bool dirty = true);
Joints& jointSliders();
void getJointSliders();
bool writeJointSliders();
Containers::ArrayView frameStyles();
void getFrameStyles();
bool writeFrameStyles();
Color4& eyeFlareColour();
void getEyeFlareColour();
bool writeEyeFlareColour();
Containers::ArrayView frameCustomStyles();
void getFrameCustomStyles();
bool writeFrameCustomStyle(std::size_t index);
Containers::ArrayView armourParts();
void getArmourParts();
bool writeArmourPart(ArmourSlot slot);
BulletLauncherAttachmentStyle& bulletLauncherAttachmentStyle();
Containers::ArrayView bulletLauncherAttachments();
void getBulletLauncherAttachments();
bool writeBulletLauncherAttachments();
Containers::ArrayView armourCustomStyles();
void getArmourCustomStyles();
bool writeArmourCustomStyle(std::size_t index);
Containers::ArrayView meleeWeapons();
void getMeleeWeapons();
bool writeMeleeWeapons();
Containers::ArrayView shields();
void getShields();
bool writeShields();
Containers::ArrayView bulletShooters();
void getBulletShooters();
bool writeBulletShooters();
Containers::ArrayView energyShooters();
void getEnergyShooters();
bool writeEnergyShooters();
Containers::ArrayView bulletLaunchers();
void getBulletLaunchers();
bool writeBulletLaunchers();
Containers::ArrayView energyLaunchers();
void getEnergyLaunchers();
bool writeEnergyLaunchers();
Containers::ArrayView globalStyles();
void getGlobalStyles();
bool writeGlobalStyle(std::size_t index);
void getTuning();
std::int32_t& engine();
Containers::ArrayView gears();
std::int32_t& os();
Containers::ArrayView modules();
std::int32_t& architecture();
Containers::ArrayView techs();
Containers::StringView account();
bool updateAccount(Containers::StringView new_account);
private:
void getCustomStyles(Containers::ArrayView styles, ArrayProperty* style_array);
bool writeCustomStyle(const CustomStyle& style, std::size_t index, ArrayProperty* style_array);
void getDecals(Containers::ArrayView decals, ArrayProperty* decal_array);
void writeDecals(Containers::ArrayView decals, ArrayProperty* decal_array);
void getAccessories(Containers::ArrayView accessories, ArrayProperty* accessory_array);
void writeAccessories(Containers::ArrayView accessories, ArrayProperty* accs_array);
void getWeaponType(Containers::StringView prop_name, Containers::ArrayView weapon_array);
bool writeWeaponType(Containers::StringView prop_name, Containers::ArrayView weapon_array);
void getTuningCategory(Containers::StringView big_node_prop_name, std::int32_t& big_node_id,
Containers::StringView small_nodes_prop_name,
Containers::ArrayView small_nodes_ids);
Containers::Optional _mass;
Containers::String _lastError;
Containers::String _folder;
Containers::String _filename;
State _state = State::Empty;
bool _dirty = false;
Containers::Optional _name = Containers::NullOpt;
struct {
Joints joints{};
Containers::StaticArray<4, std::int32_t> styles{ValueInit};
Color4 eyeFlare{0.0f};
Containers::StaticArray<16, CustomStyle> customStyles;
} _frame;
struct {
Containers::StaticArray<38, ArmourPart> parts;
Containers::StaticArray<16, CustomStyle> customStyles;
BulletLauncherAttachmentStyle blAttachmentStyle = BulletLauncherAttachmentStyle::NotFound;
Containers::StaticArray<4, BulletLauncherAttachment> blAttachment;
} _armour;
struct {
Containers::StaticArray<8, Weapon> melee;
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 _globalStyles;
struct {
std::int32_t engineId;
Containers::StaticArray<7, std::int32_t> gearIds;
std::int32_t osId;
Containers::StaticArray<7, std::int32_t> moduleIds;
std::int32_t archId;
Containers::StaticArray<7, std::int32_t> techIds;
} _tuning;
Containers::String _account;
};