Pluggable system for providing WPF controls inside the Entity Manager
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@@ -17,6 +17,8 @@ namespace Torch.Server.ViewModels
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{
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public class EntityTreeViewModel : ViewModel
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{
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private static readonly Logger _log = LogManager.GetCurrentClassLogger();
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//TODO: these should be sorted sets for speed
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public MtObservableList<GridViewModel> Grids { get; set; } = new MtObservableList<GridViewModel>();
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public MtObservableList<CharacterViewModel> Characters { get; set; } = new MtObservableList<CharacterViewModel>();
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@@ -46,39 +48,55 @@ namespace Torch.Server.ViewModels
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private void MyEntities_OnEntityRemove(VRage.Game.Entity.MyEntity obj)
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{
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switch (obj)
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try
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{
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case MyCubeGrid grid:
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Grids.RemoveWhere(m => m.Id == grid.EntityId);
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break;
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case MyCharacter character:
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Characters.RemoveWhere(m => m.Id == character.EntityId);
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break;
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case MyFloatingObject floating:
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FloatingObjects.RemoveWhere(m => m.Id == floating.EntityId);
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break;
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case MyVoxelBase voxel:
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VoxelMaps.RemoveWhere(m => m.Id == voxel.EntityId);
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break;
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switch (obj)
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{
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case MyCubeGrid grid:
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Grids.RemoveWhere(m => m.Id == grid.EntityId);
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break;
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case MyCharacter character:
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Characters.RemoveWhere(m => m.Id == character.EntityId);
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break;
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case MyFloatingObject floating:
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FloatingObjects.RemoveWhere(m => m.Id == floating.EntityId);
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break;
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case MyVoxelBase voxel:
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VoxelMaps.RemoveWhere(m => m.Id == voxel.EntityId);
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break;
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}
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}
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catch (Exception e)
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{
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_log.Error(e);
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// ignore error "it's only UI"
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}
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}
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private void MyEntities_OnEntityAdd(VRage.Game.Entity.MyEntity obj)
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{
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switch (obj)
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try
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{
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case MyCubeGrid grid:
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Grids.Add(new GridViewModel(grid, this));
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break;
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case MyCharacter character:
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Characters.Add(new CharacterViewModel(character, this));
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break;
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case MyFloatingObject floating:
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FloatingObjects.Add(new FloatingObjectViewModel(floating, this));
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break;
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case MyVoxelBase voxel:
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VoxelMaps.Add(new VoxelMapViewModel(voxel, this));
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break;
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switch (obj)
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{
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case MyCubeGrid grid:
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Grids.Add(new GridViewModel(grid, this));
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break;
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case MyCharacter character:
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Characters.Add(new CharacterViewModel(character, this));
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break;
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case MyFloatingObject floating:
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FloatingObjects.Add(new FloatingObjectViewModel(floating, this));
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break;
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case MyVoxelBase voxel:
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VoxelMaps.Add(new VoxelMapViewModel(voxel, this));
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break;
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}
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}
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catch (Exception e)
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{
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_log.Error(e);
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// ignore error "it's only UI"
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}
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}
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}
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