Make PROP tool less annoying to use
By refusing to exit unless the property being set is correct, rather than throwing an error when it's not and exiting anyway. It's still possible to cancel changing the current setting by exiting with Esc.
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parent
6a64de8297
commit
3e4fed02d4
@ -33,8 +33,11 @@ public:
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PropertyTool * tool;
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Simulation *sim;
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std::vector<StructProperty> properties;
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std::optional<PropertyTool::Configuration> configuration;
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PropertyWindow(PropertyTool *tool_, Simulation *sim);
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void SetProperty(bool warn);
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void SetProperty();
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void CheckProperty();
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void Update();
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void OnDraw() override;
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void OnKeyPress(int key, int scan, bool repeat, bool shift, bool ctrl, bool alt) override;
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void OnTryExit(ExitMethod method) override;
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@ -59,18 +62,18 @@ sim(sim_)
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okayButton->Appearance.VerticalAlign = ui::Appearance::AlignMiddle;
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okayButton->Appearance.BorderInactive = ui::Colour(200, 200, 200);
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okayButton->SetActionCallback({ [this] {
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if (textField->GetText().length())
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{
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CloseActiveWindow();
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SetProperty(true);
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SelfDestruct();
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}
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CloseActiveWindow();
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SetProperty();
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SelfDestruct();
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} });
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AddComponent(okayButton);
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SetOkayButton(okayButton);
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property = new ui::DropDown(ui::Point(8, 25), ui::Point(Size.X-16, 16));
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property->SetActionCallback({ [this] { FocusComponent(textField); } });
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property->SetActionCallback({ [this] {
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FocusComponent(textField);
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Update();
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} });
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AddComponent(property);
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for (int i = 0; i < int(properties.size()); i++)
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{
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@ -84,147 +87,159 @@ sim(sim_)
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textField->Appearance.HorizontalAlign = ui::Appearance::AlignLeft;
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textField->Appearance.VerticalAlign = ui::Appearance::AlignMiddle;
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textField->SetText(prefs.Get("Prop.Value", String("")));
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textField->SetActionCallback({ [this]() {
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Update();
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} });
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AddComponent(textField);
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FocusComponent(textField);
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SetProperty(false);
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Update();
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MakeActiveWindow();
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}
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void PropertyWindow::SetProperty(bool warn)
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void PropertyWindow::Update()
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{
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tool->validProperty = false;
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if(property->GetOption().second!=-1 && textField->GetText().length() > 0)
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{
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tool->validProperty = true;
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String value = textField->GetText().ToUpper();
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try {
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switch(properties[property->GetOption().second].Type)
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{
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case StructProperty::Integer:
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case StructProperty::ParticleType:
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{
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int v;
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if(value.length() > 2 && value.BeginsWith("0X"))
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{
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//0xC0FFEE
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v = value.Substr(2).ToNumber<unsigned int>(Format::Hex());
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}
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else if(value.length() > 1 && value.BeginsWith("#"))
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{
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//#C0FFEE
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v = value.Substr(1).ToNumber<unsigned int>(Format::Hex());
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}
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else
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{
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// Try to parse as particle name
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v = sim->GetParticleType(value.ToUtf8());
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CheckProperty();
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auto haveConfiguration = bool(configuration);
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okayButton->Enabled = haveConfiguration;
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textField->SetTextColour(haveConfiguration ? ui::Colour(255, 255, 255) : style::Colour::ErrorTitle);
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}
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// Try to parse special GoL rules
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if (v == -1 && properties[property->GetOption().second].Name == "ctype")
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void PropertyWindow::CheckProperty()
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{
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configuration.reset();
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PropertyTool::Configuration newConfiguration;
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if (!(property->GetOption().second!=-1 && textField->GetText().length() > 0))
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{
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return;
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}
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String value = textField->GetText().ToUpper();
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try
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{
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switch(properties[property->GetOption().second].Type)
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{
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case StructProperty::Integer:
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case StructProperty::ParticleType:
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{
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int v;
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if(value.length() > 2 && value.BeginsWith("0X"))
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{
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//0xC0FFEE
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v = value.Substr(2).ToNumber<unsigned int>(Format::Hex());
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}
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else if(value.length() > 1 && value.BeginsWith("#"))
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{
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//#C0FFEE
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v = value.Substr(1).ToNumber<unsigned int>(Format::Hex());
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}
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else
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{
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// Try to parse as particle name
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v = sim->GetParticleType(value.ToUtf8());
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// Try to parse special GoL rules
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if (v == -1 && properties[property->GetOption().second].Name == "ctype")
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{
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if (value.length() > 1 && value.BeginsWith("B") && value.Contains("/"))
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{
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if (value.length() > 1 && value.BeginsWith("B") && value.Contains("/"))
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v = ParseGOLString(value);
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if (v == -1)
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{
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v = ParseGOLString(value);
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if (v == -1)
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class InvalidGOLString : public std::exception
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{
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class InvalidGOLString : public std::exception
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{
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};
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throw InvalidGOLString();
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}
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};
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throw InvalidGOLString();
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}
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else
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}
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else
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{
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v = sim->GetParticleType(value.ToUtf8());
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if (v == -1)
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{
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v = sim->GetParticleType(value.ToUtf8());
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if (v == -1)
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for (auto *elementTool : tool->gameModel.GetMenuList()[SC_LIFE]->GetToolList())
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{
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for (auto *elementTool : tool->gameModel.GetMenuList()[SC_LIFE]->GetToolList())
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if (elementTool && elementTool->Name == value)
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{
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if (elementTool && elementTool->Name == value)
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{
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v = ID(elementTool->ToolID);
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break;
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}
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v = ID(elementTool->ToolID);
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break;
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}
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}
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}
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}
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// Parse as plain number
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if (v == -1)
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{
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v = value.ToNumber<int>();
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}
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}
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if (properties[property->GetOption().second].Name == "type" && (v < 0 || v >= PT_NUM || !sim->elements[v].Enabled))
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// Parse as plain number
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if (v == -1)
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{
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tool->validProperty = false;
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if (warn)
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new ErrorMessage("Could not set property", "Invalid particle type");
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return;
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v = value.ToNumber<int>();
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}
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if constexpr (DEBUG)
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{
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std::cout << "Got int value " << v << std::endl;
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}
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tool->propValue.Integer = v;
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break;
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}
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case StructProperty::UInteger:
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if (properties[property->GetOption().second].Name == "type" && (v < 0 || v >= PT_NUM || !sim->elements[v].Enabled))
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{
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unsigned int v;
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if(value.length() > 2 && value.BeginsWith("0X"))
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{
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//0xC0FFEE
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v = value.Substr(2).ToNumber<unsigned int>(Format::Hex());
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}
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else if(value.length() > 1 && value.BeginsWith("#"))
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{
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//#C0FFEE
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v = value.Substr(1).ToNumber<unsigned int>(Format::Hex());
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}
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else
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{
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v = value.ToNumber<unsigned int>();
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}
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if constexpr (DEBUG)
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{
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std::cout << "Got uint value " << v << std::endl;
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}
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tool->propValue.UInteger = v;
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break;
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}
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case StructProperty::Float:
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{
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if (properties[property->GetOption().second].Name == "temp")
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tool->propValue.Float = format::StringToTemperature(value, tool->gameModel.GetTemperatureScale());
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else
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tool->propValue.Float = value.ToNumber<float>();
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}
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break;
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default:
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tool->validProperty = false;
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if (warn)
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new ErrorMessage("Could not set property", "Invalid property");
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return;
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}
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if constexpr (DEBUG)
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{
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std::cout << "Got int value " << v << std::endl;
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}
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newConfiguration.propValue.Integer = v;
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break;
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}
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tool->propOffset = properties[property->GetOption().second].Offset;
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tool->propType = properties[property->GetOption().second].Type;
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tool->changeType = properties[property->GetOption().second].Name == "type";
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} catch (const std::exception& ex) {
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tool->validProperty = false;
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if (warn)
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new ErrorMessage("Could not set property", "Invalid value provided");
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return;
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}
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{
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auto &prefs = GlobalPrefs::Ref();
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Prefs::DeferWrite dw(prefs);
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prefs.Set("Prop.Type", property->GetOption().second);
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prefs.Set("Prop.Value", textField->GetText());
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case StructProperty::UInteger:
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{
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unsigned int v;
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if(value.length() > 2 && value.BeginsWith("0X"))
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{
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//0xC0FFEE
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v = value.Substr(2).ToNumber<unsigned int>(Format::Hex());
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}
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else if(value.length() > 1 && value.BeginsWith("#"))
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{
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//#C0FFEE
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v = value.Substr(1).ToNumber<unsigned int>(Format::Hex());
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}
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else
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{
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v = value.ToNumber<unsigned int>();
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}
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if constexpr (DEBUG)
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{
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std::cout << "Got uint value " << v << std::endl;
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}
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newConfiguration.propValue.UInteger = v;
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break;
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}
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case StructProperty::Float:
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{
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if (properties[property->GetOption().second].Name == "temp")
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newConfiguration.propValue.Float = format::StringToTemperature(value, tool->gameModel.GetTemperatureScale());
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else
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newConfiguration.propValue.Float = value.ToNumber<float>();
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}
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break;
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default:
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return;
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}
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newConfiguration.propOffset = properties[property->GetOption().second].Offset;
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newConfiguration.propType = properties[property->GetOption().second].Type;
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newConfiguration.changeType = properties[property->GetOption().second].Name == "type";
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}
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catch (const std::exception& ex)
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{
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return;
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}
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configuration = newConfiguration;
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}
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void PropertyWindow::SetProperty()
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{
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tool->configuration = configuration;
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{
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auto &prefs = GlobalPrefs::Ref();
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Prefs::DeferWrite dw(prefs);
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prefs.Set("Prop.Type", property->GetOption().second);
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prefs.Set("Prop.Value", textField->GetText());
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}
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}
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@ -257,7 +272,7 @@ void PropertyTool::OpenWindow(Simulation *sim)
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void PropertyTool::SetProperty(Simulation *sim, ui::Point position)
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{
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if(position.X<0 || position.X>XRES || position.Y<0 || position.Y>YRES || !validProperty)
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if(position.X<0 || position.X>XRES || position.Y<0 || position.Y>YRES || !configuration)
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return;
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int i = sim->pmap[position.Y][position.X];
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if(!i)
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@ -265,23 +280,23 @@ void PropertyTool::SetProperty(Simulation *sim, ui::Point position)
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if(!i)
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return;
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if (changeType)
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if (configuration->changeType)
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{
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sim->part_change_type(ID(i), int(sim->parts[ID(i)].x+0.5f), int(sim->parts[ID(i)].y+0.5f), propValue.Integer);
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sim->part_change_type(ID(i), int(sim->parts[ID(i)].x+0.5f), int(sim->parts[ID(i)].y+0.5f), configuration->propValue.Integer);
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return;
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}
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switch (propType)
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switch (configuration->propType)
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{
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case StructProperty::Float:
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*((float*)(((char*)&sim->parts[ID(i)])+propOffset)) = propValue.Float;
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*((float*)(((char*)&sim->parts[ID(i)])+configuration->propOffset)) = configuration->propValue.Float;
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break;
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case StructProperty::ParticleType:
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case StructProperty::Integer:
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*((int*)(((char*)&sim->parts[ID(i)])+propOffset)) = propValue.Integer;
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*((int*)(((char*)&sim->parts[ID(i)])+configuration->propOffset)) = configuration->propValue.Integer;
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break;
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case StructProperty::UInteger:
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*((unsigned int*)(((char*)&sim->parts[ID(i)])+propOffset)) = propValue.UInteger;
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*((unsigned int*)(((char*)&sim->parts[ID(i)])+configuration->propOffset)) = configuration->propValue.UInteger;
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break;
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default:
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break;
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@ -375,6 +390,6 @@ void PropertyTool::DrawRect(Simulation *sim, Brush const &cBrush, ui::Point posi
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void PropertyTool::DrawFill(Simulation *sim, Brush const &cBrush, ui::Point position)
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{
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if (validProperty)
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sim->flood_prop(position.X, position.Y, propOffset, propValue, propType);
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if (configuration)
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sim->flood_prop(position.X, position.Y, configuration->propOffset, configuration->propValue, configuration->propType);
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}
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@ -1,10 +1,11 @@
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#pragma once
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#include <memory>
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#include "common/String.h"
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#include "common/Vec2.h"
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#include "graphics/Pixel.h"
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#include "gui/interface/Point.h"
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#include "simulation/StructProperty.h"
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#include <memory>
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#include <optional>
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class Simulation;
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class Brush;
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@ -97,12 +98,18 @@ public:
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class PropertyTool: public Tool
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{
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public:
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struct Configuration
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{
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StructProperty::PropertyType propType;
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PropertyValue propValue;
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bool changeType;
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size_t propOffset;
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};
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private:
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GameModel &gameModel;
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StructProperty::PropertyType propType;
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PropertyValue propValue;
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bool changeType;
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size_t propOffset;
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bool validProperty;
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std::optional<Configuration> configuration;
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friend class PropertyWindow;
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