#include "PropertyBehavior.h" #include "Amf3.h" #include "BehaviorStates.h" #include "ControlBehaviorMsgs.h" #include "tinyxml2.h" PropertyBehavior::PropertyBehavior() { m_LastEditedState = BehaviorState::HOME_STATE; } template<> void PropertyBehavior::HandleMsg(AddStripMessage& msg) { m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg); m_LastEditedState = msg.GetActionContext().GetStateId(); }; template<> void PropertyBehavior::HandleMsg(AddActionMessage& msg) { m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg); m_LastEditedState = msg.GetActionContext().GetStateId(); }; template<> void PropertyBehavior::HandleMsg(RearrangeStripMessage& msg) { m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg); m_LastEditedState = msg.GetActionContext().GetStateId(); }; template<> void PropertyBehavior::HandleMsg(UpdateActionMessage& msg) { m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg); m_LastEditedState = msg.GetActionContext().GetStateId(); }; template<> void PropertyBehavior::HandleMsg(UpdateStripUiMessage& msg) { m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg); m_LastEditedState = msg.GetActionContext().GetStateId(); }; template<> void PropertyBehavior::HandleMsg(RemoveStripMessage& msg) { m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg); m_LastEditedState = msg.GetActionContext().GetStateId(); }; template<> void PropertyBehavior::HandleMsg(RemoveActionsMessage& msg) { m_States[msg.GetActionContext().GetStateId()].HandleMsg(msg); m_LastEditedState = msg.GetActionContext().GetStateId(); }; template<> void PropertyBehavior::HandleMsg(SplitStripMessage& msg) { m_States[msg.GetSourceActionContext().GetStateId()].HandleMsg(msg); m_States[msg.GetDestinationActionContext().GetStateId()].HandleMsg(msg); m_LastEditedState = msg.GetDestinationActionContext().GetStateId(); }; template<> void PropertyBehavior::HandleMsg(MigrateActionsMessage& msg) { m_States[msg.GetSourceActionContext().GetStateId()].HandleMsg(msg); m_States[msg.GetDestinationActionContext().GetStateId()].HandleMsg(msg); m_LastEditedState = msg.GetDestinationActionContext().GetStateId(); }; template<> void PropertyBehavior::HandleMsg(MergeStripsMessage& msg) { m_States[msg.GetSourceActionContext().GetStateId()].HandleMsg(msg); m_States[msg.GetDestinationActionContext().GetStateId()].HandleMsg(msg); m_LastEditedState = msg.GetDestinationActionContext().GetStateId(); }; template<> void PropertyBehavior::HandleMsg(RenameMessage& msg) { m_Name = msg.GetName(); }; template<> void PropertyBehavior::HandleMsg(AddMessage& msg) { // TODO Parse the corresponding behavior xml file. m_BehaviorId = msg.GetBehaviorId(); isLoot = m_BehaviorId != 7965; }; void PropertyBehavior::SendBehaviorListToClient(AMFArrayValue& args) const { args.Insert("id", std::to_string(m_BehaviorId)); args.Insert("name", m_Name); args.Insert("isLocked", isLocked); args.Insert("isLoot", isLoot); } void PropertyBehavior::VerifyLastEditedState() { if (!m_States[m_LastEditedState].IsEmpty()) return; for (const auto& [stateId, state] : m_States) { if (state.IsEmpty()) continue; LOG_DEBUG("Updating last edited state to %i because %i is empty.", stateId, m_LastEditedState); m_LastEditedState = stateId; return; } LOG_DEBUG("No states found, sending default state"); m_LastEditedState = BehaviorState::HOME_STATE; } void PropertyBehavior::SendBehaviorBlocksToClient(AMFArrayValue& args) const { auto* const stateArray = args.InsertArray("states"); for (const auto& [stateId, state] : m_States) { if (state.IsEmpty()) continue; LOG_DEBUG("Serializing state %i", stateId); auto* const stateArgs = stateArray->PushArray(); stateArgs->Insert("id", static_cast(stateId)); state.SendBehaviorBlocksToClient(*stateArgs); } auto* const executionState = args.InsertArray("executionState"); executionState->Insert("stateID", static_cast(m_LastEditedState)); executionState->InsertArray("strips"); // TODO Serialize the execution state of the behavior } void PropertyBehavior::Serialize(tinyxml2::XMLElement& behavior) const { behavior.SetAttribute("id", m_BehaviorId); behavior.SetAttribute("name", m_Name.c_str()); behavior.SetAttribute("isLocked", isLocked); behavior.SetAttribute("isLoot", isLoot); for (const auto& [stateId, state] : m_States) { if (state.IsEmpty()) continue; auto* const stateElement = behavior.InsertNewChildElement("State"); stateElement->SetAttribute("id", static_cast(stateId)); state.Serialize(*stateElement); } }