William JCM
19c00a3ce3
This is more consistent with WeaponPart, which designates a part of the full weapon.
215 lines
6.1 KiB
C++
215 lines
6.1 KiB
C++
#pragma once
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// MassBuilderSaveTool
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// Copyright (C) 2021 Guillaume Jacquemin
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//
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// This program 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 3 of the License, or
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// (at your option) any later version.
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//
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// This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
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#include <string>
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#include <Corrade/Containers/Optional.h>
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#include <Corrade/Containers/Pointer.h>
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#include <Corrade/Containers/StaticArray.h>
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#include <Magnum/Magnum.h>
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#include <Magnum/Math/Color.h>
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#include <Magnum/Math/Vector2.h>
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#include <Magnum/Math/Vector3.h>
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#include "../UESaveFile/UESaveFile.h"
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using namespace Corrade;
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using namespace Magnum;
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struct Joints {
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Float neck = 0.0f;
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Float body = 0.0f;
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Float shoulders = 0.0f;
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Float hips = 0.0f;
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Float upperArms = 0.0f;
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Float lowerArms = 0.0f;
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Float upperLegs = 0.0f;
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Float lowerLegs = 0.0f;
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};
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struct CustomStyle {
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std::string name;
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Color4 colour{0.0f};
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Float metallic = 0.0f;
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Float gloss = 0.0f;
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bool glow = false;
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Int patternId = 0;
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Float opacity = 0.5f;
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Vector2 offset{0.0f};
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Float rotation = 0.0f;
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Float scale = 1.0f;
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};
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struct Decal {
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Int id = -1;
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Color4 colour{0.0f};
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Vector3 position{0.0f};
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Vector3 uAxis{0.0f};
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Vector3 vAxis{0.0f};
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Vector2 offset{0.5f};
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Float scale = 0.5f;
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Float rotation = 0.0f;
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bool flip = false;
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bool wrap = false;
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};
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struct Accessory {
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Int attachIndex = -1;
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Int id = -1;
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Containers::StaticArray<2, Int> styles{ValueInit};
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Vector3 relativePosition{0.0f};
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Vector3 relativePositionOffset{0.0f};
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Vector3 relativeRotation{0.0f};
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Vector3 relativeRotationOffset{0.0f};
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Vector3 localScale{1.0f};
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};
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struct ArmourPart {
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std::string slot;
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Int id = 0;
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Containers::StaticArray<4, Int> styles{ValueInit};
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Containers::StaticArray<8, Decal> decals{ValueInit};
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Containers::StaticArray<8, Accessory> accessories{ValueInit};
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};
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struct WeaponPart {
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Int id = 0;
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Containers::StaticArray<4, Int> styles{ValueInit};
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Containers::StaticArray<8, Decal> decals{ValueInit};
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Containers::StaticArray<8, Accessory> accessories{ValueInit};
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};
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struct Weapon {
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std::string name;
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std::string type;
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Containers::Array<WeaponPart> parts;
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Containers::StaticArray<16, CustomStyle> customStyles{ValueInit};
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bool attached = false;
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std::string damageType;
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bool dualWield = false;
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std::string effectColourMode;
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Color4 effectColour{0.0f};
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};
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class Mass {
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public:
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enum class State : UnsignedByte {
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Empty, Invalid, Valid
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};
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explicit Mass(const std::string& path);
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Mass(const Mass&) = delete;
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Mass& operator=(const Mass&) = delete;
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Mass(Mass&&) = default;
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Mass& operator=(Mass&&) = default;
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static auto lastError() -> std::string const&;
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static auto getNameFromFile(const std::string& path) -> Containers::Optional<std::string>;
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void refreshValues();
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auto filename() -> std::string const&;
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auto name() -> Containers::Optional<std::string> const&;
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auto setName(std::string new_name) -> bool;
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auto state() -> State;
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auto dirty() const -> bool;
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void setDirty(bool dirty = true);
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auto jointSliders() const -> Joints const&;
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auto setSliders(Joints joints) -> bool;
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auto frameStyles() -> Containers::StaticArrayView<4, Int>;
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auto setFrameStyle(Int index, Int style_id) -> bool;
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auto eyeFlareColour() const -> Color4 const&;
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auto setEyeFlareColour(Color4 new_colour) -> bool;
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auto frameCustomStyles() -> Containers::StaticArrayView<16, CustomStyle>;
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auto setFrameCustomStyle(CustomStyle style, UnsignedLong index) -> bool;
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auto armourCustomStyles() -> Containers::StaticArrayView<16, CustomStyle>;
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auto setArmourCustomStyle(CustomStyle style, UnsignedLong index) -> bool;
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auto globalStyles() -> Containers::StaticArrayView<16, CustomStyle>;
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auto setGlobalStyle(CustomStyle style, UnsignedLong index) -> bool;
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auto updateSteamId(const std::string& steam_id) -> bool;
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private:
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auto setCustomStyle(const CustomStyle& style, UnsignedLong index, const char* prop_name) -> bool;
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Containers::Optional<UESaveFile> _mass;
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static std::string _lastError;
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std::string _folder;
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std::string _filename;
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State _state = State::Empty;
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bool _dirty = false;
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Containers::Optional<std::string> _name = Containers::NullOpt;
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struct {
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Joints joints{};
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Containers::StaticArray<4, Int> styles{ValueInit};
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Color4 eyeFlare{0.0f};
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Containers::StaticArray<16, CustomStyle> customStyles;
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} _frame;
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struct {
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Containers::StaticArray<38, ArmourPart> parts;
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Containers::StaticArray<16, CustomStyle> customStyles;
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} _armour;
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struct {
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Containers::StaticArray<8, Weapon> meleeWeapons;
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Containers::StaticArray<1, Weapon> shields;
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Containers::StaticArray<4, Weapon> bulletShooters;
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Containers::StaticArray<4, Weapon> energyShooters;
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Containers::StaticArray<4, Weapon> bulletLaunchers;
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Containers::StaticArray<4, Weapon> energyLaunchers;
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} _weapons;
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Containers::StaticArray<16, CustomStyle> _globalStyles;
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struct {
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Int engineId;
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Containers::StaticArray<7, Int> gearIds;
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Int osId;
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Containers::StaticArray<7, Int> moduleIds;
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Int archId;
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Containers::StaticArray<7, Int> techIds;
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} _tuning;
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std::string _steamId;
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};
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