
Observable sorted dictionary Grid view now displays blocks grouped by subtype. Null propagation in entity view models because WPF.
109 lines
3.8 KiB
C#
109 lines
3.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Controls;
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using Sandbox.Game.Entities;
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using Sandbox.Game.Entities.Character;
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using Torch.Server.ViewModels.Entities;
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using VRage.Game.ModAPI;
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using VRage.ModAPI;
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using System.Windows.Threading;
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using NLog;
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using Torch.Collections;
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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 MtObservableSortedDictionary<long, GridViewModel> Grids { get; set; } = new MtObservableSortedDictionary<long, GridViewModel>();
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public MtObservableSortedDictionary<long, CharacterViewModel> Characters { get; set; } = new MtObservableSortedDictionary<long, CharacterViewModel>();
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public MtObservableSortedDictionary<long, EntityViewModel> FloatingObjects { get; set; } = new MtObservableSortedDictionary<long, EntityViewModel>();
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public MtObservableSortedDictionary<long, VoxelMapViewModel> VoxelMaps { get; set; } = new MtObservableSortedDictionary<long, VoxelMapViewModel>();
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public Dispatcher ControlDispatcher => _control.Dispatcher;
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private EntityViewModel _currentEntity;
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private UserControl _control;
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public EntityViewModel CurrentEntity
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{
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get => _currentEntity;
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set { _currentEntity = value; OnPropertyChanged(nameof(CurrentEntity)); }
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}
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// I hate you today WPF
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public EntityTreeViewModel() : this(null)
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{
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}
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public EntityTreeViewModel(UserControl control)
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{
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_control = control;
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}
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public void Init()
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{
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MyEntities.OnEntityAdd += MyEntities_OnEntityAdd;
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MyEntities.OnEntityRemove += MyEntities_OnEntityRemove;
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}
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private void MyEntities_OnEntityRemove(VRage.Game.Entity.MyEntity obj)
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{
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try
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{
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switch (obj)
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{
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case MyCubeGrid grid:
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Grids.Remove(grid.EntityId);
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break;
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case MyCharacter character:
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Characters.Remove(character.EntityId);
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break;
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case MyFloatingObject floating:
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FloatingObjects.Remove(floating.EntityId);
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break;
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case MyVoxelBase voxel:
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VoxelMaps.Remove(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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try
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{
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switch (obj)
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{
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case MyCubeGrid grid:
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Grids.Add(obj.EntityId, new GridViewModel(grid, this));
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break;
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case MyCharacter character:
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Characters.Add(obj.EntityId, new CharacterViewModel(character, this));
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break;
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case MyFloatingObject floating:
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FloatingObjects.Add(obj.EntityId, new FloatingObjectViewModel(floating, this));
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break;
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case MyVoxelBase voxel:
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VoxelMaps.Add(obj.EntityId, 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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}
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