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/* InfoPanelState.cpp
Copyright (c) 2020 by Eric Xing
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "InfoPanelState.h"
#include "PlayerInfo.h"
using namespace std;
InfoPanelState::InfoPanelState(PlayerInfo &player)
: player(player), ships(player.Ships()), canEdit(player.GetPlanet())
{
}
int InfoPanelState::SelectedIndex() const
{
return allSelected.empty() ? -1 : selectedIndex;
}
void InfoPanelState::SetSelectedIndex(int newSelectedIndex)
{
selectedIndex = newSelectedIndex;
allSelected.insert(newSelectedIndex);
}
void InfoPanelState::SetSelected(set<int> selected)
{
allSelected = std::move(selected);
if(!allSelected.empty())
selectedIndex = *allSelected.begin();
}
void InfoPanelState::Select(int index)
{
allSelected.insert(index);
if(selectedIndex == -1)
selectedIndex = index;
}
void InfoPanelState::SelectOnly(int index)
{
allSelected.clear();
SetSelectedIndex(index);
}
void InfoPanelState::SelectMany(int start, int end)
{
for(int i = start; i < end; ++i)
allSelected.insert(i);
if(selectedIndex == -1)
selectedIndex = *allSelected.begin();
}
bool InfoPanelState::Deselect(int index)
{
bool erased = allSelected.erase(index);
// Select the closest ship to this.
if(index == selectedIndex && !allSelected.empty())
{
const auto &ind = allSelected.upper_bound(index);
selectedIndex = ind == allSelected.end() ? *allSelected.rbegin() : *ind;
}
return erased;
}
void InfoPanelState::DeselectAll()
{
allSelected.clear();
selectedIndex = -1;
}
void InfoPanelState::Disown(vector<shared_ptr<Ship>>::const_iterator it)
{
ships.erase(it);
}
const set<int> &InfoPanelState::AllSelected() const
{
return allSelected;
}
bool InfoPanelState::CanEdit() const
{
return canEdit;
}
int InfoPanelState::Scroll() const
{
return scroll;
}
void InfoPanelState::SetScroll(int newScroll)
{
scroll = newScroll;
}
vector<shared_ptr<Ship>> &InfoPanelState::Ships()
{
return ships;
}
const vector<shared_ptr<Ship>> &InfoPanelState::Ships() const
{
return ships;
}
bool InfoPanelState::ReorderShipsTo(int toIndex)
{
bool success = ReorderShips(allSelected, toIndex);
if(success)
player.SetShipOrder(ships);
return success;
}
// If the move accesses invalid indices, no moves are done.
bool InfoPanelState::ReorderShips(const set<int> &fromIndices, int toIndex)
{
if(fromIndices.empty() || static_cast<unsigned>(toIndex) >= ships.size())
return false;
// When shifting ships up in the list, move to the desired index. If
// moving down, move after the selected index.
int direction = (*fromIndices.begin() < toIndex) ? 1 : 0;
// Remove the ships from last to first, so that each removal leaves all the
// remaining indices in the set still valid.
vector<shared_ptr<Ship>> removed;
for(set<int>::const_iterator it = fromIndices.end(); it != fromIndices.begin(); )
{
// The "it" pointer doesn't point to the beginning of the list, so it is
// safe to decrement it here.
--it;
// Bail out if any invalid indices are encountered.
if(static_cast<unsigned>(*it) >= ships.size())
return false;
removed.insert(removed.begin(), ships[*it]);
ships.erase(ships.begin() + *it);
// If this index is before the insertion point, removing it causes the
// insertion point to shift back one space.
if(*it < toIndex)
--toIndex;
}
// Make sure the insertion index is within the list.
toIndex = min<int>(toIndex + direction, ships.size());
ships.insert(ships.begin() + toIndex, removed.begin(), removed.end());
// Change the selected indices so they still refer to the block of ships
// that just got moved.
int lastIndex = toIndex + allSelected.size();
DeselectAll();
SelectMany(toIndex, lastIndex);
// The ships are no longer sorted.
SetCurrentSort(nullptr);
return true;
}
InfoPanelState::ShipComparator *InfoPanelState::CurrentSort() const
{
return currentSort;
}
void InfoPanelState::SetCurrentSort(ShipComparator *newSort)
{
currentSort = newSort;
}
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