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The-Powder-Toy/src/gui/game/GameModel.cpp
2021-06-04 22:39:07 +02:00

1468 lines
36 KiB
C++

#include "GameModel.h"
#include "GameView.h"
#include "GameController.h"
#include "simulation/ToolClasses.h"
#include "EllipseBrush.h"
#include "TriangleBrush.h"
#include "BitmapBrush.h"
#include "QuickOptions.h"
#include "GameModelException.h"
#include "Format.h"
#include "Menu.h"
#include "Favorite.h"
#include "Notification.h"
#include "client/Client.h"
#include "client/GameSave.h"
#include "client/SaveFile.h"
#include "client/SaveInfo.h"
#include "graphics/Renderer.h"
#include "simulation/Air.h"
#include "simulation/Simulation.h"
#include "simulation/Snapshot.h"
#include "simulation/Gravity.h"
#include "simulation/ElementGraphics.h"
#include "simulation/ElementClasses.h"
#include "simulation/GOLString.h"
#include "gui/game/DecorationTool.h"
#include "gui/interface/Engine.h"
#include <iostream>
#include <algorithm>
GameModel::GameModel():
clipboard(NULL),
placeSave(NULL),
activeMenu(-1),
currentBrush(0),
currentSave(NULL),
currentFile(NULL),
currentUser(0, ""),
toolStrength(1.0f),
redoHistory(NULL),
historyPosition(0),
activeColourPreset(0),
colourSelector(false),
colour(255, 0, 0, 255),
edgeMode(0),
ambientAirTemp(R_TEMP + 273.15f),
decoSpace(0)
{
sim = new Simulation();
ren = new Renderer(ui::Engine::Ref().g, sim);
activeTools = regularToolset;
std::fill(decoToolset, decoToolset+4, (Tool*)NULL);
std::fill(regularToolset, regularToolset+4, (Tool*)NULL);
//Default render prefs
std::vector<unsigned int> tempArray;
tempArray.push_back(RENDER_FIRE);
tempArray.push_back(RENDER_EFFE);
tempArray.push_back(RENDER_BASC);
ren->SetRenderMode(tempArray);
tempArray.clear();
ren->SetDisplayMode(tempArray);
ren->SetColourMode(0);
//Load config into renderer
ren->SetColourMode(Client::Ref().GetPrefUInteger("Renderer.ColourMode", 0));
tempArray = Client::Ref().GetPrefUIntegerArray("Renderer.DisplayModes");
if(tempArray.size())
{
std::vector<unsigned int> displayModes(tempArray.begin(), tempArray.end());
ren->SetDisplayMode(displayModes);
}
tempArray = Client::Ref().GetPrefUIntegerArray("Renderer.RenderModes");
if(tempArray.size())
{
std::vector<unsigned int> renderModes(tempArray.begin(), tempArray.end());
ren->SetRenderMode(renderModes);
}
ren->gravityFieldEnabled = Client::Ref().GetPrefBool("Renderer.GravityField", false);
ren->decorations_enable = Client::Ref().GetPrefBool("Renderer.Decorations", true);
//Load config into simulation
edgeMode = Client::Ref().GetPrefInteger("Simulation.EdgeMode", 0);
sim->SetEdgeMode(edgeMode);
ambientAirTemp = R_TEMP + 273.15;
{
auto temp = Client::Ref().GetPrefNumber("Simulation.AmbientAirTemp", ambientAirTemp);
if (MIN_TEMP <= temp && MAX_TEMP >= temp)
{
ambientAirTemp = temp;
}
}
sim->air->ambientAirTemp = ambientAirTemp;
decoSpace = Client::Ref().GetPrefInteger("Simulation.DecoSpace", 0);
sim->SetDecoSpace(decoSpace);
int ngrav_enable = Client::Ref().GetPrefInteger("Simulation.NewtonianGravity", 0);
if (ngrav_enable)
sim->grav->start_grav_async();
sim->aheat_enable = Client::Ref().GetPrefInteger("Simulation.AmbientHeat", 0);
sim->pretty_powder = Client::Ref().GetPrefInteger("Simulation.PrettyPowder", 0);
Favorite::Ref().LoadFavoritesFromPrefs();
//Load last user
if(Client::Ref().GetAuthUser().UserID)
{
currentUser = Client::Ref().GetAuthUser();
}
BuildMenus();
perfectCircle = Client::Ref().GetPrefBool("PerfectCircleBrush", true);
BuildBrushList();
//Set default decoration colour
unsigned char colourR = std::min(Client::Ref().GetPrefInteger("Decoration.Red", 200), 255);
unsigned char colourG = std::min(Client::Ref().GetPrefInteger("Decoration.Green", 100), 255);
unsigned char colourB = std::min(Client::Ref().GetPrefInteger("Decoration.Blue", 50), 255);
unsigned char colourA = std::min(Client::Ref().GetPrefInteger("Decoration.Alpha", 255), 255);
SetColourSelectorColour(ui::Colour(colourR, colourG, colourB, colourA));
colourPresets.push_back(ui::Colour(255, 255, 255));
colourPresets.push_back(ui::Colour(0, 255, 255));
colourPresets.push_back(ui::Colour(255, 0, 255));
colourPresets.push_back(ui::Colour(255, 255, 0));
colourPresets.push_back(ui::Colour(255, 0, 0));
colourPresets.push_back(ui::Colour(0, 255, 0));
colourPresets.push_back(ui::Colour(0, 0, 255));
colourPresets.push_back(ui::Colour(0, 0, 0));
undoHistoryLimit = Client::Ref().GetPrefInteger("Simulation.UndoHistoryLimit", 5);
// cap due to memory usage (this is about 3.4GB of RAM)
if (undoHistoryLimit > 200)
SetUndoHistoryLimit(200);
mouseClickRequired = Client::Ref().GetPrefBool("MouseClickRequired", false);
includePressure = Client::Ref().GetPrefBool("Simulation.IncludePressure", true);
ClearSimulation();
}
GameModel::~GameModel()
{
//Save to config:
Client::Ref().SetPref("Renderer.ColourMode", ren->GetColourMode());
std::vector<unsigned int> displayModes = ren->GetDisplayMode();
Client::Ref().SetPref("Renderer.DisplayModes", std::vector<Json::Value>(displayModes.begin(), displayModes.end()));
std::vector<unsigned int> renderModes = ren->GetRenderMode();
Client::Ref().SetPref("Renderer.RenderModes", std::vector<Json::Value>(renderModes.begin(), renderModes.end()));
Client::Ref().SetPref("Renderer.GravityField", (bool)ren->gravityFieldEnabled);
Client::Ref().SetPref("Renderer.Decorations", (bool)ren->decorations_enable);
Client::Ref().SetPref("Renderer.DebugMode", ren->debugLines); //These two should always be equivalent, even though they are different things
Client::Ref().SetPref("Simulation.NewtonianGravity", sim->grav->IsEnabled());
Client::Ref().SetPref("Simulation.AmbientHeat", sim->aheat_enable);
Client::Ref().SetPref("Simulation.PrettyPowder", sim->pretty_powder);
Client::Ref().SetPref("Decoration.Red", (int)colour.Red);
Client::Ref().SetPref("Decoration.Green", (int)colour.Green);
Client::Ref().SetPref("Decoration.Blue", (int)colour.Blue);
Client::Ref().SetPref("Decoration.Alpha", (int)colour.Alpha);
for (size_t i = 0; i < menuList.size(); i++)
{
if (i == SC_FAVORITES)
menuList[i]->ClearTools();
delete menuList[i];
}
for (std::vector<Tool*>::iterator iter = extraElementTools.begin(), end = extraElementTools.end(); iter != end; ++iter)
{
delete *iter;
}
for (size_t i = 0; i < brushList.size(); i++)
{
delete brushList[i];
}
delete sim;
delete ren;
delete placeSave;
delete clipboard;
delete currentSave;
delete currentFile;
delete redoHistory;
//if(activeTools)
// delete[] activeTools;
}
void GameModel::UpdateQuickOptions()
{
for(std::vector<QuickOption*>::iterator iter = quickOptions.begin(), end = quickOptions.end(); iter != end; ++iter)
{
QuickOption * option = *iter;
option->Update();
}
}
void GameModel::BuildQuickOptionMenu(GameController * controller)
{
for(std::vector<QuickOption*>::iterator iter = quickOptions.begin(), end = quickOptions.end(); iter != end; ++iter)
{
delete *iter;
}
quickOptions.clear();
quickOptions.push_back(new SandEffectOption(this));
quickOptions.push_back(new DrawGravOption(this));
quickOptions.push_back(new DecorationsOption(this));
quickOptions.push_back(new NGravityOption(this));
quickOptions.push_back(new AHeatOption(this));
quickOptions.push_back(new ConsoleShowOption(this, controller));
notifyQuickOptionsChanged();
UpdateQuickOptions();
}
void GameModel::BuildMenus()
{
int lastMenu = -1;
if(activeMenu != -1)
lastMenu = activeMenu;
ByteString activeToolIdentifiers[4];
if(regularToolset[0])
activeToolIdentifiers[0] = regularToolset[0]->GetIdentifier();
if(regularToolset[1])
activeToolIdentifiers[1] = regularToolset[1]->GetIdentifier();
if(regularToolset[2])
activeToolIdentifiers[2] = regularToolset[2]->GetIdentifier();
if(regularToolset[3])
activeToolIdentifiers[3] = regularToolset[3]->GetIdentifier();
//Empty current menus
for (size_t i = 0; i < menuList.size(); i++)
{
if (i == SC_FAVORITES)
menuList[i]->ClearTools();
delete menuList[i];
}
menuList.clear();
toolList.clear();
for(std::vector<Tool*>::iterator iter = extraElementTools.begin(), end = extraElementTools.end(); iter != end; ++iter)
{
delete *iter;
}
extraElementTools.clear();
elementTools.clear();
//Create menus
for (int i = 0; i < SC_TOTAL; i++)
{
menuList.push_back(new Menu(sim->msections[i].icon, sim->msections[i].name, sim->msections[i].doshow));
}
//Build menus from Simulation elements
for(int i = 0; i < PT_NUM; i++)
{
if(sim->elements[i].Enabled)
{
Tool * tempTool;
if(i == PT_LIGH)
{
tempTool = new Element_LIGH_Tool(i, sim->elements[i].Name, sim->elements[i].Description, PIXR(sim->elements[i].Colour), PIXG(sim->elements[i].Colour), PIXB(sim->elements[i].Colour), sim->elements[i].Identifier, sim->elements[i].IconGenerator);
}
else if(i == PT_TESC)
{
tempTool = new Element_TESC_Tool(i, sim->elements[i].Name, sim->elements[i].Description, PIXR(sim->elements[i].Colour), PIXG(sim->elements[i].Colour), PIXB(sim->elements[i].Colour), sim->elements[i].Identifier, sim->elements[i].IconGenerator);
}
else if(i == PT_STKM || i == PT_FIGH || i == PT_STKM2)
{
tempTool = new PlopTool(i, sim->elements[i].Name, sim->elements[i].Description, PIXR(sim->elements[i].Colour), PIXG(sim->elements[i].Colour), PIXB(sim->elements[i].Colour), sim->elements[i].Identifier, sim->elements[i].IconGenerator);
}
else
{
tempTool = new ElementTool(i, sim->elements[i].Name, sim->elements[i].Description, PIXR(sim->elements[i].Colour), PIXG(sim->elements[i].Colour), PIXB(sim->elements[i].Colour), sim->elements[i].Identifier, sim->elements[i].IconGenerator);
}
if (sim->elements[i].MenuSection >= 0 && sim->elements[i].MenuSection < SC_TOTAL && sim->elements[i].MenuVisible)
{
menuList[sim->elements[i].MenuSection]->AddTool(tempTool);
}
else
{
extraElementTools.push_back(tempTool);
}
elementTools.push_back(tempTool);
}
}
//Build menu for GOL types
for(int i = 0; i < NGOL; i++)
{
Tool * tempTool = new ElementTool(PT_LIFE|PMAPID(i), builtinGol[i].name, builtinGol[i].description, PIXR(builtinGol[i].colour), PIXG(builtinGol[i].colour), PIXB(builtinGol[i].colour), "DEFAULT_PT_LIFE_"+builtinGol[i].name.ToAscii());
menuList[SC_LIFE]->AddTool(tempTool);
}
{
auto customGOLTypes = Client::Ref().GetPrefByteStringArray("CustomGOL.Types");
Json::Value validatedCustomLifeTypes(Json::arrayValue);
std::vector<Simulation::CustomGOLData> newCustomGol;
for (auto gol : customGOLTypes)
{
auto parts = gol.FromUtf8().PartitionBy(' ');
if (parts.size() != 4)
{
continue;
}
Simulation::CustomGOLData gd;
gd.nameString = parts[0];
gd.ruleString = parts[1];
auto &colour1String = parts[2];
auto &colour2String = parts[3];
if (!ValidateGOLName(gd.nameString))
{
continue;
}
gd.rule = ParseGOLString(gd.ruleString);
if (gd.rule == -1)
{
continue;
}
try
{
gd.colour1 = colour1String.ToNumber<int>();
gd.colour2 = colour2String.ToNumber<int>();
}
catch (std::exception &)
{
continue;
}
newCustomGol.push_back(gd);
validatedCustomLifeTypes.append(gol);
}
// All custom rules that fail validation will be removed
Client::Ref().SetPref("CustomGOL.Types", validatedCustomLifeTypes);
for (auto &gd : newCustomGol)
{
Tool * tempTool = new ElementTool(PT_LIFE|PMAPID(gd.rule), gd.nameString, "Custom GOL type: " + gd.ruleString, PIXR(gd.colour1), PIXG(gd.colour1), PIXB(gd.colour1), "DEFAULT_PT_LIFECUST_"+gd.nameString.ToAscii(), NULL);
menuList[SC_LIFE]->AddTool(tempTool);
}
sim->SetCustomGOL(newCustomGol);
}
//Build other menus from wall data
for(int i = 0; i < UI_WALLCOUNT; i++)
{
Tool * tempTool = new WallTool(i, "", sim->wtypes[i].descs, PIXR(sim->wtypes[i].colour), PIXG(sim->wtypes[i].colour), PIXB(sim->wtypes[i].colour), sim->wtypes[i].identifier, sim->wtypes[i].textureGen);
menuList[SC_WALL]->AddTool(tempTool);
//sim->wtypes[i]
}
//Build menu for tools
for (size_t i = 0; i < sim->tools.size(); i++)
{
Tool *tempTool = new Tool(
i,
sim->tools[i].Name,
sim->tools[i].Description,
PIXR(sim->tools[i].Colour),
PIXG(sim->tools[i].Colour),
PIXB(sim->tools[i].Colour),
sim->tools[i].Identifier
);
menuList[SC_TOOL]->AddTool(tempTool);
}
//Add special sign and prop tools
menuList[SC_TOOL]->AddTool(new WindTool(0, "WIND", "Creates air movement.", 64, 64, 64, "DEFAULT_UI_WIND"));
menuList[SC_TOOL]->AddTool(new PropertyTool(this));
menuList[SC_TOOL]->AddTool(new SignTool(this));
menuList[SC_TOOL]->AddTool(new SampleTool(this));
menuList[SC_LIFE]->AddTool(new GOLTool(this));
//Add decoration tools to menu
menuList[SC_DECO]->AddTool(new DecorationTool(ren, DECO_ADD, "ADD", "Colour blending: Add.", 0, 0, 0, "DEFAULT_DECOR_ADD"));
menuList[SC_DECO]->AddTool(new DecorationTool(ren, DECO_SUBTRACT, "SUB", "Colour blending: Subtract.", 0, 0, 0, "DEFAULT_DECOR_SUB"));
menuList[SC_DECO]->AddTool(new DecorationTool(ren, DECO_MULTIPLY, "MUL", "Colour blending: Multiply.", 0, 0, 0, "DEFAULT_DECOR_MUL"));
menuList[SC_DECO]->AddTool(new DecorationTool(ren, DECO_DIVIDE, "DIV", "Colour blending: Divide." , 0, 0, 0, "DEFAULT_DECOR_DIV"));
menuList[SC_DECO]->AddTool(new DecorationTool(ren, DECO_SMUDGE, "SMDG", "Smudge tool, blends surrounding deco together.", 0, 0, 0, "DEFAULT_DECOR_SMDG"));
menuList[SC_DECO]->AddTool(new DecorationTool(ren, DECO_CLEAR, "CLR", "Erase any set decoration.", 0, 0, 0, "DEFAULT_DECOR_CLR"));
menuList[SC_DECO]->AddTool(new DecorationTool(ren, DECO_DRAW, "SET", "Draw decoration (No blending).", 0, 0, 0, "DEFAULT_DECOR_SET"));
SetColourSelectorColour(colour); // update tool colors
decoToolset[0] = GetToolFromIdentifier("DEFAULT_DECOR_SET");
decoToolset[1] = GetToolFromIdentifier("DEFAULT_DECOR_CLR");
decoToolset[2] = GetToolFromIdentifier("DEFAULT_UI_SAMPLE");
decoToolset[3] = GetToolFromIdentifier("DEFAULT_PT_NONE");
regularToolset[0] = GetToolFromIdentifier(activeToolIdentifiers[0]);
regularToolset[1] = GetToolFromIdentifier(activeToolIdentifiers[1]);
regularToolset[2] = GetToolFromIdentifier(activeToolIdentifiers[2]);
regularToolset[3] = GetToolFromIdentifier(activeToolIdentifiers[3]);
//Set default tools
if (!regularToolset[0])
regularToolset[0] = GetToolFromIdentifier("DEFAULT_PT_DUST");
if (!regularToolset[1])
regularToolset[1] = GetToolFromIdentifier("DEFAULT_PT_NONE");
if (!regularToolset[2])
regularToolset[2] = GetToolFromIdentifier("DEFAULT_UI_SAMPLE");
if (!regularToolset[3])
regularToolset[3] = GetToolFromIdentifier("DEFAULT_PT_NONE");
lastTool = activeTools[0];
//Set default menu
activeMenu = SC_POWDERS;
if(lastMenu != -1)
activeMenu = lastMenu;
if(activeMenu != -1)
toolList = menuList[activeMenu]->GetToolList();
else
toolList = std::vector<Tool*>();
notifyMenuListChanged();
notifyToolListChanged();
notifyActiveToolsChanged();
notifyLastToolChanged();
//Build menu for favorites
BuildFavoritesMenu();
}
void GameModel::BuildFavoritesMenu()
{
menuList[SC_FAVORITES]->ClearTools();
std::vector<ByteString> favList = Favorite::Ref().GetFavoritesList();
for (size_t i = 0; i < favList.size(); i++)
{
Tool *tool = GetToolFromIdentifier(favList[i]);
if (tool)
menuList[SC_FAVORITES]->AddTool(tool);
}
if (activeMenu == SC_FAVORITES)
toolList = menuList[SC_FAVORITES]->GetToolList();
notifyMenuListChanged();
notifyToolListChanged();
notifyActiveToolsChanged();
notifyLastToolChanged();
}
void GameModel::BuildBrushList()
{
bool hasStoredRadius = false;
ui::Point radius = ui::Point(0, 0);
if (brushList.size())
{
radius = brushList[currentBrush]->GetRadius();
hasStoredRadius = true;
}
brushList.clear();
brushList.push_back(new EllipseBrush(ui::Point(4, 4), perfectCircle));
brushList.push_back(new Brush(ui::Point(4, 4)));
brushList.push_back(new TriangleBrush(ui::Point(4, 4)));
//Load more from brushes folder
std::vector<ByteString> brushFiles = Client::Ref().DirectorySearch(BRUSH_DIR, "", ".ptb");
for (size_t i = 0; i < brushFiles.size(); i++)
{
std::vector<unsigned char> brushData = Client::Ref().ReadFile(brushFiles[i]);
if(!brushData.size())
{
std::cout << "Brushes: Skipping " << brushFiles[i] << ". Could not open" << std::endl;
continue;
}
auto dimension = size_t(std::sqrt(float(brushData.size())));
if (dimension * dimension != brushData.size())
{
std::cout << "Brushes: Skipping " << brushFiles[i] << ". Invalid bitmap size" << std::endl;
continue;
}
brushList.push_back(new BitmapBrush(brushData, ui::Point(dimension, dimension)));
}
if (hasStoredRadius && (size_t)currentBrush < brushList.size())
brushList[currentBrush]->SetRadius(radius);
notifyBrushChanged();
}
Tool *GameModel::GetToolFromIdentifier(ByteString const &identifier)
{
for (auto *menu : menuList)
{
for (auto *tool : menu->GetToolList())
{
if (identifier == tool->GetIdentifier())
{
return tool;
}
}
}
for (auto *extra : extraElementTools)
{
if (identifier == extra->GetIdentifier())
{
return extra;
}
}
return nullptr;
}
void GameModel::SetEdgeMode(int edgeMode)
{
this->edgeMode = edgeMode;
sim->SetEdgeMode(edgeMode);
}
int GameModel::GetEdgeMode()
{
return this->edgeMode;
}
void GameModel::SetAmbientAirTemperature(float ambientAirTemp)
{
this->ambientAirTemp = ambientAirTemp;
sim->air->ambientAirTemp = ambientAirTemp;
}
float GameModel::GetAmbientAirTemperature()
{
return this->ambientAirTemp;
}
void GameModel::SetDecoSpace(int decoSpace)
{
sim->SetDecoSpace(decoSpace);
this->decoSpace = sim->deco_space;
}
int GameModel::GetDecoSpace()
{
return this->decoSpace;
}
std::deque<Snapshot*> GameModel::GetHistory()
{
return history;
}
unsigned int GameModel::GetHistoryPosition()
{
return historyPosition;
}
void GameModel::SetHistory(std::deque<Snapshot*> newHistory)
{
history = newHistory;
}
void GameModel::SetHistoryPosition(unsigned int newHistoryPosition)
{
historyPosition = newHistoryPosition;
}
Snapshot * GameModel::GetRedoHistory()
{
return redoHistory;
}
void GameModel::SetRedoHistory(Snapshot * redo)
{
redoHistory = redo;
}
unsigned int GameModel::GetUndoHistoryLimit()
{
return undoHistoryLimit;
}
void GameModel::SetUndoHistoryLimit(unsigned int undoHistoryLimit_)
{
undoHistoryLimit = undoHistoryLimit_;
Client::Ref().SetPref("Simulation.UndoHistoryLimit", undoHistoryLimit);
}
void GameModel::SetVote(int direction)
{
if(currentSave)
{
RequestStatus status = Client::Ref().ExecVote(currentSave->GetID(), direction);
if(status == RequestOkay)
{
currentSave->vote = direction;
notifySaveChanged();
}
else
{
throw GameModelException("Could not vote: "+Client::Ref().GetLastError());
}
}
}
Brush * GameModel::GetBrush()
{
return brushList[currentBrush];
}
std::vector<Brush*> GameModel::GetBrushList()
{
return brushList;
}
int GameModel::GetBrushID()
{
return currentBrush;
}
void GameModel::SetBrushID(int i)
{
currentBrush = i%brushList.size();
notifyBrushChanged();
}
void GameModel::AddObserver(GameView * observer){
observers.push_back(observer);
observer->NotifySimulationChanged(this);
observer->NotifyRendererChanged(this);
observer->NotifyPausedChanged(this);
observer->NotifySaveChanged(this);
observer->NotifyBrushChanged(this);
observer->NotifyMenuListChanged(this);
observer->NotifyToolListChanged(this);
observer->NotifyUserChanged(this);
observer->NotifyZoomChanged(this);
observer->NotifyColourSelectorVisibilityChanged(this);
observer->NotifyColourSelectorColourChanged(this);
observer->NotifyColourPresetsChanged(this);
observer->NotifyColourActivePresetChanged(this);
observer->NotifyQuickOptionsChanged(this);
observer->NotifyLastToolChanged(this);
UpdateQuickOptions();
}
void GameModel::SetToolStrength(float value)
{
toolStrength = value;
}
float GameModel::GetToolStrength()
{
return toolStrength;
}
void GameModel::SetActiveMenu(int menuID)
{
activeMenu = menuID;
toolList = menuList[menuID]->GetToolList();
notifyToolListChanged();
if(menuID == SC_DECO)
{
if(activeTools != decoToolset)
{
activeTools = decoToolset;
notifyActiveToolsChanged();
}
}
else
{
if(activeTools != regularToolset)
{
activeTools = regularToolset;
notifyActiveToolsChanged();
}
}
}
std::vector<Tool*> GameModel::GetUnlistedTools()
{
return extraElementTools;
}
std::vector<Tool*> GameModel::GetToolList()
{
return toolList;
}
int GameModel::GetActiveMenu()
{
return activeMenu;
}
//Get an element tool from an element ID
Tool * GameModel::GetElementTool(int elementID)
{
for(std::vector<Tool*>::iterator iter = elementTools.begin(), end = elementTools.end(); iter != end; ++iter)
{
if((*iter)->GetToolID() == elementID)
return *iter;
}
return NULL;
}
Tool * GameModel::GetActiveTool(int selection)
{
return activeTools[selection];
}
void GameModel::SetActiveTool(int selection, Tool * tool)
{
activeTools[selection] = tool;
notifyActiveToolsChanged();
}
std::vector<QuickOption*> GameModel::GetQuickOptions()
{
return quickOptions;
}
std::vector<Menu*> GameModel::GetMenuList()
{
return menuList;
}
SaveInfo * GameModel::GetSave()
{
return currentSave;
}
void GameModel::SetSave(SaveInfo * newSave, bool invertIncludePressure)
{
if(currentSave != newSave)
{
delete currentSave;
if(newSave == NULL)
currentSave = NULL;
else
currentSave = new SaveInfo(*newSave);
}
delete currentFile;
currentFile = NULL;
if(currentSave && currentSave->GetGameSave())
{
GameSave * saveData = currentSave->GetGameSave();
SetPaused(saveData->paused | GetPaused());
sim->gravityMode = saveData->gravityMode;
sim->air->airMode = saveData->airMode;
sim->air->ambientAirTemp = saveData->ambientAirTemp;
sim->edgeMode = saveData->edgeMode;
sim->legacy_enable = saveData->legacyEnable;
sim->water_equal_test = saveData->waterEEnabled;
sim->aheat_enable = saveData->aheatEnable;
if(saveData->gravityEnable)
sim->grav->start_grav_async();
else
sim->grav->stop_grav_async();
sim->clear_sim();
ren->ClearAccumulation();
if (!sim->Load(saveData, !invertIncludePressure))
{
// This save was created before logging existed
// Add in the correct info
if (saveData->authors.size() == 0)
{
saveData->authors["type"] = "save";
saveData->authors["id"] = newSave->id;
saveData->authors["username"] = newSave->userName;
saveData->authors["title"] = newSave->name.ToUtf8();
saveData->authors["description"] = newSave->Description.ToUtf8();
saveData->authors["published"] = (int)newSave->Published;
saveData->authors["date"] = newSave->updatedDate;
}
// This save was probably just created, and we didn't know the ID when creating it
// Update with the proper ID
else if (saveData->authors.get("id", -1) == 0 || saveData->authors.get("id", -1) == -1)
{
saveData->authors["id"] = newSave->id;
}
Client::Ref().OverwriteAuthorInfo(saveData->authors);
}
}
notifySaveChanged();
UpdateQuickOptions();
}
SaveFile * GameModel::GetSaveFile()
{
return currentFile;
}
void GameModel::SetSaveFile(SaveFile * newSave, bool invertIncludePressure)
{
if(currentFile != newSave)
{
delete currentFile;
if(newSave == NULL)
currentFile = NULL;
else
currentFile = new SaveFile(*newSave);
}
delete currentSave;
currentSave = NULL;
if(newSave && newSave->GetGameSave())
{
GameSave * saveData = newSave->GetGameSave();
SetPaused(saveData->paused | GetPaused());
sim->gravityMode = saveData->gravityMode;
sim->air->airMode = saveData->airMode;
sim->air->ambientAirTemp = saveData->ambientAirTemp;
sim->edgeMode = saveData->edgeMode;
sim->legacy_enable = saveData->legacyEnable;
sim->water_equal_test = saveData->waterEEnabled;
sim->aheat_enable = saveData->aheatEnable;
if(saveData->gravityEnable && !sim->grav->IsEnabled())
{
sim->grav->start_grav_async();
}
else if(!saveData->gravityEnable && sim->grav->IsEnabled())
{
sim->grav->stop_grav_async();
}
sim->clear_sim();
ren->ClearAccumulation();
if (!sim->Load(saveData, !invertIncludePressure))
{
Client::Ref().OverwriteAuthorInfo(saveData->authors);
}
}
notifySaveChanged();
UpdateQuickOptions();
}
Simulation * GameModel::GetSimulation()
{
return sim;
}
Renderer * GameModel::GetRenderer()
{
return ren;
}
User GameModel::GetUser()
{
return currentUser;
}
Tool * GameModel::GetLastTool()
{
return lastTool;
}
void GameModel::SetLastTool(Tool * newTool)
{
if(lastTool != newTool)
{
lastTool = newTool;
notifyLastToolChanged();
}
}
void GameModel::SetZoomEnabled(bool enabled)
{
ren->zoomEnabled = enabled;
notifyZoomChanged();
}
bool GameModel::GetZoomEnabled()
{
return ren->zoomEnabled;
}
void GameModel::SetZoomPosition(ui::Point position)
{
ren->zoomScopePosition = position;
notifyZoomChanged();
}
ui::Point GameModel::GetZoomPosition()
{
return ren->zoomScopePosition;
}
bool GameModel::MouseInZoom(ui::Point position)
{
if (!GetZoomEnabled())
return false;
int zoomFactor = GetZoomFactor();
ui::Point zoomWindowPosition = GetZoomWindowPosition();
ui::Point zoomWindowSize = ui::Point(GetZoomSize()*zoomFactor, GetZoomSize()*zoomFactor);
if (position.X >= zoomWindowPosition.X && position.Y >= zoomWindowPosition.Y && position.X <= zoomWindowPosition.X+zoomWindowSize.X && position.Y <= zoomWindowPosition.Y+zoomWindowSize.Y)
return true;
return false;
}
ui::Point GameModel::AdjustZoomCoords(ui::Point position)
{
if (!GetZoomEnabled())
return position;
int zoomFactor = GetZoomFactor();
ui::Point zoomWindowPosition = GetZoomWindowPosition();
ui::Point zoomWindowSize = ui::Point(GetZoomSize()*zoomFactor, GetZoomSize()*zoomFactor);
if (position.X >= zoomWindowPosition.X && position.Y >= zoomWindowPosition.Y && position.X <= zoomWindowPosition.X+zoomWindowSize.X && position.Y <= zoomWindowPosition.Y+zoomWindowSize.Y)
return ((position-zoomWindowPosition)/GetZoomFactor())+GetZoomPosition();
return position;
}
void GameModel::SetZoomWindowPosition(ui::Point position)
{
ren->zoomWindowPosition = position;
notifyZoomChanged();
}
ui::Point GameModel::GetZoomWindowPosition()
{
return ren->zoomWindowPosition;
}
void GameModel::SetZoomSize(int size)
{
ren->zoomScopeSize = size;
notifyZoomChanged();
}
int GameModel::GetZoomSize()
{
return ren->zoomScopeSize;
}
void GameModel::SetZoomFactor(int factor)
{
ren->ZFACTOR = factor;
notifyZoomChanged();
}
int GameModel::GetZoomFactor()
{
return ren->ZFACTOR;
}
void GameModel::SetActiveColourPreset(size_t preset)
{
if (activeColourPreset-1 != preset)
activeColourPreset = preset+1;
else
{
activeTools[0] = GetToolFromIdentifier("DEFAULT_DECOR_SET");
notifyActiveToolsChanged();
}
notifyColourActivePresetChanged();
}
size_t GameModel::GetActiveColourPreset()
{
return activeColourPreset-1;
}
void GameModel::SetPresetColour(ui::Colour colour)
{
if (activeColourPreset > 0 && activeColourPreset <= colourPresets.size())
{
colourPresets[activeColourPreset-1] = colour;
notifyColourPresetsChanged();
}
}
std::vector<ui::Colour> GameModel::GetColourPresets()
{
return colourPresets;
}
void GameModel::SetColourSelectorVisibility(bool visibility)
{
if(colourSelector != visibility)
{
colourSelector = visibility;
notifyColourSelectorVisibilityChanged();
}
}
bool GameModel::GetColourSelectorVisibility()
{
return colourSelector;
}
void GameModel::SetColourSelectorColour(ui::Colour colour_)
{
colour = colour_;
std::vector<Tool*> tools = GetMenuList()[SC_DECO]->GetToolList();
for (size_t i = 0; i < tools.size(); i++)
{
((DecorationTool*)tools[i])->Red = colour.Red;
((DecorationTool*)tools[i])->Green = colour.Green;
((DecorationTool*)tools[i])->Blue = colour.Blue;
((DecorationTool*)tools[i])->Alpha = colour.Alpha;
}
notifyColourSelectorColourChanged();
}
ui::Colour GameModel::GetColourSelectorColour()
{
return colour;
}
void GameModel::SetUser(User user)
{
currentUser = user;
//Client::Ref().SetAuthUser(user);
notifyUserChanged();
}
void GameModel::SetPaused(bool pauseState)
{
if (!pauseState && sim->debug_currentParticle > 0)
{
String logmessage = String::Build("Updated particles from #", sim->debug_currentParticle, " to end due to unpause");
sim->UpdateParticles(sim->debug_currentParticle, NPART);
sim->AfterSim();
sim->debug_currentParticle = 0;
Log(logmessage, false);
}
sim->sys_pause = pauseState?1:0;
notifyPausedChanged();
}
bool GameModel::GetPaused()
{
return sim->sys_pause?true:false;
}
void GameModel::SetDecoration(bool decorationState)
{
if (ren->decorations_enable != (decorationState?1:0))
{
ren->decorations_enable = decorationState?1:0;
notifyDecorationChanged();
UpdateQuickOptions();
if (decorationState)
SetInfoTip("Decorations Layer: On");
else
SetInfoTip("Decorations Layer: Off");
}
}
bool GameModel::GetDecoration()
{
return ren->decorations_enable?true:false;
}
void GameModel::SetAHeatEnable(bool aHeat)
{
sim->aheat_enable = aHeat;
UpdateQuickOptions();
if (aHeat)
SetInfoTip("Ambient Heat: On");
else
SetInfoTip("Ambient Heat: Off");
}
bool GameModel::GetAHeatEnable()
{
return sim->aheat_enable;
}
void GameModel::ResetAHeat()
{
sim->air->ClearAirH();
}
void GameModel::SetNewtonianGravity(bool newtonainGravity)
{
if (newtonainGravity)
{
sim->grav->start_grav_async();
SetInfoTip("Newtonian Gravity: On");
}
else
{
sim->grav->stop_grav_async();
SetInfoTip("Newtonian Gravity: Off");
}
UpdateQuickOptions();
}
bool GameModel::GetNewtonianGrvity()
{
return sim->grav->IsEnabled();
}
void GameModel::ShowGravityGrid(bool showGrid)
{
ren->gravityFieldEnabled = showGrid;
if (showGrid)
SetInfoTip("Gravity Grid: On");
else
SetInfoTip("Gravity Grid: Off");
}
bool GameModel::GetGravityGrid()
{
return ren->gravityFieldEnabled;
}
void GameModel::FrameStep(int frames)
{
sim->framerender += frames;
}
void GameModel::ClearSimulation()
{
//Load defaults
sim->gravityMode = 0;
sim->air->airMode = 0;
sim->legacy_enable = false;
sim->water_equal_test = false;
sim->SetEdgeMode(edgeMode);
sim->air->ambientAirTemp = ambientAirTemp;
sim->clear_sim();
ren->ClearAccumulation();
Client::Ref().ClearAuthorInfo();
notifySaveChanged();
UpdateQuickOptions();
}
void GameModel::SetPlaceSave(GameSave * save)
{
if (save != placeSave)
{
delete placeSave;
if (save)
placeSave = new GameSave(*save);
else
placeSave = NULL;
}
notifyPlaceSaveChanged();
}
void GameModel::SetClipboard(GameSave * save)
{
delete clipboard;
clipboard = save;
}
GameSave * GameModel::GetClipboard()
{
return clipboard;
}
GameSave * GameModel::GetPlaceSave()
{
return placeSave;
}
void GameModel::Log(String message, bool printToFile)
{
consoleLog.push_front(message);
if(consoleLog.size()>100)
consoleLog.pop_back();
notifyLogChanged(message);
if (printToFile)
std::cout << message.ToUtf8() << std::endl;
}
std::deque<String> GameModel::GetLog()
{
return consoleLog;
}
std::vector<Notification*> GameModel::GetNotifications()
{
return notifications;
}
void GameModel::AddNotification(Notification * notification)
{
notifications.push_back(notification);
notifyNotificationsChanged();
}
void GameModel::RemoveNotification(Notification * notification)
{
for(std::vector<Notification*>::iterator iter = notifications.begin(); iter != notifications.end(); ++iter)
{
if(*iter == notification)
{
delete *iter;
notifications.erase(iter);
break;
}
}
notifyNotificationsChanged();
}
void GameModel::SetToolTip(String text)
{
toolTip = text;
notifyToolTipChanged();
}
void GameModel::SetInfoTip(String text)
{
infoTip = text;
notifyInfoTipChanged();
}
String GameModel::GetToolTip()
{
return toolTip;
}
String GameModel::GetInfoTip()
{
return infoTip;
}
void GameModel::notifyNotificationsChanged()
{
for (std::vector<GameView*>::iterator iter = observers.begin(); iter != observers.end(); ++iter)
{
(*iter)->NotifyNotificationsChanged(this);
}
}
void GameModel::notifyColourPresetsChanged()
{
for (std::vector<GameView*>::iterator iter = observers.begin(); iter != observers.end(); ++iter)
{
(*iter)->NotifyColourPresetsChanged(this);
}
}
void GameModel::notifyColourActivePresetChanged()
{
for (std::vector<GameView*>::iterator iter = observers.begin(); iter != observers.end(); ++iter)
{
(*iter)->NotifyColourActivePresetChanged(this);
}
}
void GameModel::notifyColourSelectorColourChanged()
{
for (size_t i = 0; i < observers.size(); i++)
{
observers[i]->NotifyColourSelectorColourChanged(this);
}
}
void GameModel::notifyColourSelectorVisibilityChanged()
{
for (size_t i = 0; i < observers.size(); i++)
{
observers[i]->NotifyColourSelectorVisibilityChanged(this);
}
}
void GameModel::notifyRendererChanged()
{
for (size_t i = 0; i < observers.size(); i++)
{
observers[i]->NotifyRendererChanged(this);
}
}
void GameModel::notifySaveChanged()
{
for (size_t i = 0; i < observers.size(); i++)
{
observers[i]->NotifySaveChanged(this);
}
}
void GameModel::notifySimulationChanged()
{
for (size_t i = 0; i < observers.size(); i++)
{
observers[i]->NotifySimulationChanged(this);
}
}
void GameModel::notifyPausedChanged()
{
for (size_t i = 0; i < observers.size(); i++)
{
observers[i]->NotifyPausedChanged(this);
}
}
void GameModel::notifyDecorationChanged()
{
for (size_t i = 0; i < observers.size(); i++)
{
//observers[i]->NotifyPausedChanged(this);
}
}
void GameModel::notifyBrushChanged()
{
for (size_t i = 0; i < observers.size(); i++)
{
observers[i]->NotifyBrushChanged(this);
}
}
void GameModel::notifyMenuListChanged()
{
for (size_t i = 0; i < observers.size(); i++)
{
observers[i]->NotifyMenuListChanged(this);
}
}
void GameModel::notifyToolListChanged()
{
for (size_t i = 0; i < observers.size(); i++)
{
observers[i]->NotifyToolListChanged(this);
}
}
void GameModel::notifyActiveToolsChanged()
{
for (size_t i = 0; i < observers.size(); i++)
{
observers[i]->NotifyActiveToolsChanged(this);
}
}
void GameModel::notifyUserChanged()
{
for (size_t i = 0; i < observers.size(); i++)
{
observers[i]->NotifyUserChanged(this);
}
}
void GameModel::notifyZoomChanged()
{
for (size_t i = 0; i < observers.size(); i++)
{
observers[i]->NotifyZoomChanged(this);
}
}
void GameModel::notifyPlaceSaveChanged()
{
for (size_t i = 0; i < observers.size(); i++)
{
observers[i]->NotifyPlaceSaveChanged(this);
}
}
void GameModel::notifyLogChanged(String entry)
{
for (size_t i = 0; i < observers.size(); i++)
{
observers[i]->NotifyLogChanged(this, entry);
}
}
void GameModel::notifyInfoTipChanged()
{
for (size_t i = 0; i < observers.size(); i++)
{
observers[i]->NotifyInfoTipChanged(this);
}
}
void GameModel::notifyToolTipChanged()
{
for (size_t i = 0; i < observers.size(); i++)
{
observers[i]->NotifyToolTipChanged(this);
}
}
void GameModel::notifyQuickOptionsChanged()
{
for (size_t i = 0; i < observers.size(); i++)
{
observers[i]->NotifyQuickOptionsChanged(this);
}
}
void GameModel::notifyLastToolChanged()
{
for (size_t i = 0; i < observers.size(); i++)
{
observers[i]->NotifyLastToolChanged(this);
}
}
bool GameModel::GetMouseClickRequired()
{
return mouseClickRequired;
}
void GameModel::SetMouseClickRequired(bool mouseClickRequired)
{
this->mouseClickRequired = mouseClickRequired;
}
bool GameModel::GetIncludePressure()
{
return includePressure;
}
void GameModel::SetIncludePressure(bool includePressure)
{
this->includePressure = includePressure;
}
void GameModel::SetPerfectCircle(bool perfectCircle)
{
if (perfectCircle != this->perfectCircle)
{
this->perfectCircle = perfectCircle;
BuildBrushList();
}
}
void GameModel::RemoveCustomGOLType(const ByteString &identifier)
{
auto customGOLTypes = Client::Ref().GetPrefByteStringArray("CustomGOL.Types");
Json::Value newCustomGOLTypes(Json::arrayValue);
for (auto gol : customGOLTypes)
{
auto parts = gol.PartitionBy(' ');
bool remove = false;
if (parts.size())
{
if ("DEFAULT_PT_LIFECUST_" + parts[0] == identifier)
{
remove = true;
}
}
if (!remove)
{
newCustomGOLTypes.append(gol);
}
}
Client::Ref().SetPref("CustomGOL.Types", newCustomGOLTypes);
BuildMenus();
}