214 lines
5.9 KiB
C++

#include "CPoiMapModel.h"
#include "CWorldEditor.h"
#include "Editor/UICommon.h"
#include <Core/Scene/CSceneIterator.h>
#include <Core/ScriptExtra/CPointOfInterestExtra.h>
CPoiMapModel::CPoiMapModel(CWorldEditor *pEditor, QObject *pParent)
: QAbstractListModel(pParent)
, mpEditor(pEditor)
{
connect(pEditor, SIGNAL(MapChanged(CWorld*,CGameArea*)), this, SLOT(OnMapChange(CWorld*,CGameArea*)));
}
QVariant CPoiMapModel::headerData(int Section, Qt::Orientation Orientation, int Role) const
{
if (Section == 0 && Orientation == Qt::Horizontal && Role == Qt::DisplayRole)
return tr("PointOfInterest");
return QVariant::Invalid;
}
int CPoiMapModel::rowCount(const QModelIndex& /*rkParent*/) const
{
return mpPoiToWorld ? static_cast<int>(mpPoiToWorld->NumMappedPOIs()) : 0;
}
QVariant CPoiMapModel::data(const QModelIndex& rkIndex, int Role) const
{
if (rkIndex.row() < rowCount(QModelIndex()))
{
const CPoiToWorld::SPoiMap *pkMap = mpPoiToWorld->MapByIndex(static_cast<size_t>(rkIndex.row()));
CScriptObject *pPOI = mpArea->InstanceByID(pkMap->PoiID);
if (Role == Qt::DisplayRole)
{
if (pPOI)
return TO_QSTRING(pPOI->InstanceName());
return tr("[INVALID POI]");
}
if (Role == Qt::DecorationRole)
{
bool IsImportant = false;
if (const CScriptNode* pNode = mpEditor->Scene()->NodeForInstance(pPOI))
{
// Get scan
const CScan *pScan = static_cast<CPointOfInterestExtra*>(pNode->Extra())->GetScan();
if (pScan)
IsImportant = pScan->IsCriticalPropertyRef();
}
if (IsImportant)
return QIcon(QStringLiteral(":/icons/POI Important.svg"));
else
return QIcon(QStringLiteral(":/icons/POI Normal.svg"));
}
}
return QVariant::Invalid;
}
void CPoiMapModel::AddPOI(CScriptNode *pPOI)
{
if (mModelMap.contains(pPOI))
return;
const int NewIndex = static_cast<int>(mpPoiToWorld->NumMappedPOIs());
beginInsertRows(QModelIndex(), NewIndex, NewIndex);
QList<CModelNode*> *pList = new QList<CModelNode*>;
mModelMap[pPOI] = pList;
mpPoiToWorld->AddPoi(pPOI->Instance()->InstanceID());
endInsertRows();
}
void CPoiMapModel::AddMapping(const QModelIndex& rkIndex, CModelNode *pNode)
{
CScriptNode *pPOI = PoiNodePointer(rkIndex);
AddPOI(pPOI);
QList<CModelNode*> *pList = mModelMap[pPOI];
if (!pList->contains(pNode))
pList->append(pNode);
mpPoiToWorld->AddPoiMeshMap(pPOI->Instance()->InstanceID(), pNode->FindMeshID());
}
void CPoiMapModel::RemovePOI(const QModelIndex& rkIndex)
{
beginRemoveRows(QModelIndex(), rkIndex.row(), rkIndex.row());
CScriptNode *pPOI = PoiNodePointer(rkIndex);
if (mModelMap.contains(pPOI))
{
delete mModelMap[pPOI];
mModelMap.remove(pPOI);
}
mpPoiToWorld->RemovePoi(pPOI->Instance()->InstanceID());
endRemoveRows();
}
void CPoiMapModel::RemoveMapping(const QModelIndex& rkIndex, CModelNode *pNode)
{
CScriptNode *pPOI = PoiNodePointer(rkIndex);
if (mModelMap.contains(pPOI))
{
QList<CModelNode*> *pList = mModelMap[pPOI];
pList->removeOne(pNode);
mpPoiToWorld->RemovePoiMeshMap(pPOI->Instance()->InstanceID(), pNode->FindMeshID());
}
else
mpPoiToWorld->RemovePoiMeshMap(pPOI->Instance()->InstanceID(), pNode->FindMeshID());
}
bool CPoiMapModel::IsPoiTracked(CScriptNode *pPOI) const
{
return mModelMap.contains(pPOI);
}
bool CPoiMapModel::IsModelMapped(const QModelIndex& rkIndex, CModelNode *pNode) const
{
if (!pNode) return false;
CScriptNode *pPOI = PoiNodePointer(rkIndex);
if (mModelMap.contains(pPOI))
{
QList<CModelNode*> *pList = mModelMap[pPOI];
return (pList->contains(pNode));
}
else return false;
}
CScriptNode* CPoiMapModel::PoiNodePointer(const QModelIndex& rkIndex) const
{
const auto rowIndex = static_cast<size_t>(rkIndex.row());
if (rowIndex < mpPoiToWorld->NumMappedPOIs())
{
const CPoiToWorld::SPoiMap *pkMap = mpPoiToWorld->MapByIndex(rowIndex);
return mpEditor->Scene()->NodeForInstanceID(pkMap->PoiID);
}
return nullptr;
}
const QList<CModelNode*>& CPoiMapModel::GetPoiMeshList(const QModelIndex& rkIndex) const
{
CScriptNode *pPOI = PoiNodePointer(rkIndex);
return GetPoiMeshList(pPOI);
}
const QList<CModelNode*>& CPoiMapModel::GetPoiMeshList(CScriptNode *pPOI) const
{
return *mModelMap[pPOI];
}
void CPoiMapModel::OnMapChange(CWorld*, CGameArea *pArea)
{
beginResetModel();
mpArea = pArea;
mpPoiToWorld = (pArea ? pArea->PoiToWorldMap() : nullptr);
if (mpPoiToWorld)
{
// Create an ID -> Model Node lookup map
QMap<uint32,CModelNode*> NodeMap;
for (CSceneIterator It(mpEditor->Scene(), ENodeType::Model, true); !It.DoneIterating(); ++It)
{
CModelNode *pNode = static_cast<CModelNode*>(*It);
NodeMap[pNode->FindMeshID()] = pNode;
}
// Create internal model map
for (size_t iPoi = 0; iPoi < mpPoiToWorld->NumMappedPOIs(); iPoi++)
{
const CPoiToWorld::SPoiMap *pkMap = mpPoiToWorld->MapByIndex(iPoi);
CScriptNode *pPoiNode = mpEditor->Scene()->NodeForInstanceID(pkMap->PoiID);
if (pPoiNode)
{
QList<CModelNode*> *pModelList = new QList<CModelNode*>;
for (const auto modelID : pkMap->ModelIDs)
{
if (NodeMap.contains(modelID))
*pModelList << NodeMap[modelID];
}
mModelMap[pPoiNode] = pModelList;
}
}
}
else
{
QList<QList<CModelNode*>*> Lists = mModelMap.values();
for (auto it = Lists.begin(); it != Lists.end(); it++)
delete *it;
mModelMap.clear();
}
endResetModel();
}