undo/redo for scenario details, without changing cScenario
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@@ -182,4 +182,53 @@ public:
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std::istream& operator>> (std::istream& in, eContentRating& rating);
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std::ostream& operator<< (std::ostream& out, eContentRating rating);
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// Store a version the scenario details for undo history.
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// This could be made a struct that cScenario contains, and that would eliminate the next 2 functions, but it would
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// require changing every reference to these detail values in the game code, making them more verbose. I don't know
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// if that's worth it.
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struct scenario_details_t {
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unsigned short difficulty;
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eContentRating rating;
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std::string scen_name;
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unsigned char ver[3];
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std::string teaser_text[2];
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std::string contact_info[2];
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bool operator==(const scenario_details_t& other) const {
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CHECK_EQ(other, difficulty);
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CHECK_EQ(other, rating);
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CHECK_EQ(other, scen_name);
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for(short i = 0; i < 3; i++)
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if(this->ver[i] != other.ver[i]) return false;
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for(short i = 0; i < 2; i++)
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if(this->teaser_text[i] != other.teaser_text[i]) return false;
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for(short i = 0; i < 2; i++)
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if(this->contact_info[i] != other.contact_info[i]) return false;
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return true;
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}
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bool operator!=(const scenario_details_t& other) const { return !(*this == other); }
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};
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inline scenario_details_t details_from_scen(cScenario& scen) {
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return {
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scen.difficulty,
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scen.rating,
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scen.scen_name,
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scen.format.ver[0],scen.format.ver[1],scen.format.ver[2],
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scen.teaser_text[0],scen.teaser_text[1],
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scen.contact_info[0],scen.contact_info[1],
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};
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}
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inline void scen_set_details(cScenario& scen, scenario_details_t details) {
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scen.difficulty = details.difficulty;
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scen.rating = details.rating;
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scen.scen_name = details.scen_name;
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for(short i = 0; i < 3; i++)
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scen.format.ver[i] = details.ver[i];
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for(short i = 0; i < 2; i++)
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scen.teaser_text[i] = details.teaser_text[i];
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for(short i = 0; i < 2; i++)
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scen.contact_info[i] = details.contact_info[i];
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}
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#endif
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