207 lines
6.5 KiB
C++
207 lines
6.5 KiB
C++
#pragma once
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// MassBuilderSaveTool
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// Copyright (C) 2021-2022 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 "Joints.h"
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#include "CustomStyle.h"
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#include "Decal.h"
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#include "Accessory.h"
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#include "ArmourPart.h"
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#include "WeaponPart.h"
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#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;
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struct ArrayProperty;
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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 demo() const -> bool;
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auto dirty() const -> bool;
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void setDirty(bool dirty = true);
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auto jointSliders() -> Joints&;
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void getJointSliders();
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auto writeJointSliders() -> bool;
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auto frameStyles() -> Containers::ArrayView<Int>;
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void getFrameStyles();
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auto writeFrameStyles() -> bool;
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auto eyeFlareColour() -> Color4&;
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void getEyeFlareColour();
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auto writeEyeFlareColour() -> bool;
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auto frameCustomStyles() -> Containers::ArrayView<CustomStyle>;
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void getFrameCustomStyles();
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auto writeFrameCustomStyle(UnsignedLong index) -> bool;
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auto armourParts() -> Containers::ArrayView<ArmourPart>;
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void getArmourParts();
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auto writeArmourPart(UnsignedLong index) -> bool;
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auto armourCustomStyles() -> Containers::ArrayView<CustomStyle>;
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void getArmourCustomStyles();
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auto writeArmourCustomStyle(UnsignedLong index) -> bool;
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auto meleeWeapons() -> Containers::ArrayView<Weapon>;
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void getMeleeWeapons();
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auto writeMeleeWeapons() -> bool;
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auto shields() -> Containers::ArrayView<Weapon>;
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void getShields();
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auto writeShields() -> bool;
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auto bulletShooters() -> Containers::ArrayView<Weapon>;
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void getBulletShooters();
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auto writeBulletShooters() -> bool;
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auto energyShooters() -> Containers::ArrayView<Weapon>;
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void getEnergyShooters();
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auto writeEnergyShooters() -> bool;
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auto bulletLaunchers() -> Containers::ArrayView<Weapon>;
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void getBulletLaunchers();
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auto writeBulletLaunchers() -> bool;
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auto energyLaunchers() -> Containers::ArrayView<Weapon>;
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void getEnergyLaunchers();
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auto writeEnergyLaunchers() -> bool;
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auto globalStyles() -> Containers::ArrayView<CustomStyle>;
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void getGlobalStyles();
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auto writeGlobalStyle(UnsignedLong index) -> bool;
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void getTuning();
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auto engine() -> Int&;
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auto gears() -> Containers::ArrayView<Int>;
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auto os() -> Int&;
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auto modules() -> Containers::ArrayView<Int>;
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auto architecture() -> Int&;
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auto techs() -> Containers::ArrayView<Int>;
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auto updateSteamId(const std::string& steam_id) -> bool;
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private:
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void getCustomStyles(Containers::ArrayView<CustomStyle> styles, ArrayProperty* style_array);
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auto setCustomStyle(const CustomStyle& style, UnsignedLong index, ArrayProperty* style_array) -> bool;
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void getDecals(Containers::ArrayView<Decal> decals, ArrayProperty* decal_array);
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void getAccessories(Containers::ArrayView<Accessory> accessories, ArrayProperty* accessory_array);
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void getWeaponType(const char* prop_name, Containers::ArrayView<Weapon> weapon_array);
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auto writeWeaponType(const char* prop_name, Containers::ArrayView<Weapon> weapon_array) -> bool;
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void getTuningCategory(const char* big_node_prop_name, Int& big_node_id,
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const char* small_nodes_prop_name, Containers::ArrayView<Int> small_nodes_ids);
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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 _demo = false;
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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> melee;
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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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