using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; using System.Windows.Controls; using Sandbox.Game.Entities; using Sandbox.Game.Entities.Character; using Torch.Server.ViewModels.Entities; using VRage.Game.ModAPI; using VRage.ModAPI; using System.Windows.Threading; using NLog; using Torch.Collections; namespace Torch.Server.ViewModels { public class EntityTreeViewModel : ViewModel { private static readonly Logger _log = LogManager.GetCurrentClassLogger(); //TODO: these should be sorted sets for speed public MtObservableList Grids { get; set; } = new MtObservableList(); public MtObservableList Characters { get; set; } = new MtObservableList(); public MtObservableList FloatingObjects { get; set; } = new MtObservableList(); public MtObservableList VoxelMaps { get; set; } = new MtObservableList(); public Dispatcher ControlDispatcher => _control.Dispatcher; private EntityViewModel _currentEntity; private UserControl _control; public EntityViewModel CurrentEntity { get => _currentEntity; set { _currentEntity = value; OnPropertyChanged(nameof(CurrentEntity)); } } public EntityTreeViewModel(UserControl control) { _control = control; } public void Init() { MyEntities.OnEntityAdd += MyEntities_OnEntityAdd; MyEntities.OnEntityRemove += MyEntities_OnEntityRemove; } private void MyEntities_OnEntityRemove(VRage.Game.Entity.MyEntity obj) { try { switch (obj) { case MyCubeGrid grid: Grids.RemoveWhere(m => m.Id == grid.EntityId); break; case MyCharacter character: Characters.RemoveWhere(m => m.Id == character.EntityId); break; case MyFloatingObject floating: FloatingObjects.RemoveWhere(m => m.Id == floating.EntityId); break; case MyVoxelBase voxel: VoxelMaps.RemoveWhere(m => m.Id == voxel.EntityId); break; } } catch (Exception e) { _log.Error(e); // ignore error "it's only UI" } } private void MyEntities_OnEntityAdd(VRage.Game.Entity.MyEntity obj) { try { switch (obj) { case MyCubeGrid grid: Grids.Add(new GridViewModel(grid, this)); break; case MyCharacter character: Characters.Add(new CharacterViewModel(character, this)); break; case MyFloatingObject floating: FloatingObjects.Add(new FloatingObjectViewModel(floating, this)); break; case MyVoxelBase voxel: VoxelMaps.Add(new VoxelMapViewModel(voxel, this)); break; } } catch (Exception e) { _log.Error(e); // ignore error "it's only UI" } } } }