#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 .
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include "Joints.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:
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;
void refreshValues();
auto filename() -> Containers::StringView;
auto name() -> Containers::StringView;
auto setName(Containers::StringView new_name) -> bool;
auto state() -> State;
auto dirty() const -> bool;
void setDirty(bool dirty = true);
auto jointSliders() -> Joints&;
void getJointSliders();
auto writeJointSliders() -> bool;
auto frameStyles() -> Containers::ArrayView;
void getFrameStyles();
auto writeFrameStyles() -> bool;
auto eyeFlareColour() -> Color4&;
void getEyeFlareColour();
auto writeEyeFlareColour() -> bool;
auto frameCustomStyles() -> Containers::ArrayView;
void getFrameCustomStyles();
auto writeFrameCustomStyle(UnsignedLong index) -> bool;
auto armourParts() -> Containers::ArrayView;
void getArmourParts();
auto writeArmourPart(ArmourSlot slot) -> bool;
auto armourCustomStyles() -> Containers::ArrayView;
void getArmourCustomStyles();
auto writeArmourCustomStyle(UnsignedLong index) -> bool;
auto meleeWeapons() -> Containers::ArrayView;
void getMeleeWeapons();
auto writeMeleeWeapons() -> bool;
auto shields() -> Containers::ArrayView;
void getShields();
auto writeShields() -> bool;
auto bulletShooters() -> Containers::ArrayView;
void getBulletShooters();
auto writeBulletShooters() -> bool;
auto energyShooters() -> Containers::ArrayView;
void getEnergyShooters();
auto writeEnergyShooters() -> bool;
auto bulletLaunchers() -> Containers::ArrayView;
void getBulletLaunchers();
auto writeBulletLaunchers() -> bool;
auto energyLaunchers() -> Containers::ArrayView;
void getEnergyLaunchers();
auto writeEnergyLaunchers() -> bool;
auto globalStyles() -> Containers::ArrayView;
void getGlobalStyles();
auto writeGlobalStyle(UnsignedLong index) -> bool;
void getTuning();
auto engine() -> Int&;
auto gears() -> Containers::ArrayView;
auto os() -> Int&;
auto modules() -> Containers::ArrayView;
auto architecture() -> Int&;
auto techs() -> Containers::ArrayView;
auto account() -> Containers::StringView;
auto updateAccount(Containers::StringView new_account) -> bool;
private:
void getCustomStyles(Containers::ArrayView styles, ArrayProperty* style_array);
auto setCustomStyle(const CustomStyle& style, UnsignedLong index, ArrayProperty* style_array) -> bool;
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);
auto writeWeaponType(Containers::StringView prop_name, Containers::ArrayView weapon_array) -> bool;
void getTuningCategory(Containers::StringView big_node_prop_name, Int& 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, Int> styles{ValueInit};
Color4 eyeFlare{0.0f};
Containers::StaticArray<16, CustomStyle> customStyles;
} _frame;
struct {
Containers::StaticArray<38, ArmourPart> parts;
Containers::StaticArray<16, CustomStyle> customStyles;
} _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 {
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;
};