eldiron-creator 0.9.3

A game creator for classical RPGs.
Documentation
use crate::prelude::*;

pub struct ClearProfile {
    id: TheId,
    nodeui: TheNodeUI,
}

impl Action for ClearProfile {
    fn new() -> Self
    where
        Self: Sized,
    {
        let mut nodeui: TheNodeUI = TheNodeUI::default();

        let item = TheNodeUIItem::Markdown("desc".into(), fl!("action_clear_profile_desc"));
        nodeui.add_item(item);

        Self {
            id: TheId::named(&fl!("action_clear_profile")),
            nodeui,
        }
    }

    fn id(&self) -> TheId {
        self.id.clone()
    }

    fn info(&self) -> String {
        fl!("action_clear_profile_desc")
    }

    fn role(&self) -> ActionRole {
        ActionRole::Editor
    }

    fn accel(&self) -> Option<TheAccelerator> {
        Some(TheAccelerator::new(TheAcceleratorKey::ALT, 'g'))
    }

    fn is_applicable(&self, map: &Map, _ctx: &mut TheContext, server_ctx: &ServerContext) -> bool {
        let profile_edit_active = (server_ctx.editor_view_mode == EditorViewMode::D2
            && server_ctx.editing_surface.is_some())
            || (server_ctx.editor_view_mode != EditorViewMode::D2
                && server_ctx.geometry_edit_mode == GeometryEditMode::Detail
                && server_ctx.active_detail_surface.is_some());
        !map.selected_sectors.is_empty() && profile_edit_active
    }

    fn apply(
        &self,
        map: &mut Map,
        _ui: &mut TheUI,
        _ctx: &mut TheContext,
        server_ctx: &mut ServerContext,
    ) -> Option<ProjectUndoAtom> {
        let mut changed = false;
        let prev = map.clone();

        for sector_id in &map.selected_sectors.clone() {
            if let Some(sector) = map.find_sector_mut(*sector_id) {
                sector.properties.remove("profile_op");
                changed = true;
            }
        }

        if changed {
            Some(ProjectUndoAtom::MapEdit(
                server_ctx.pc,
                Box::new(prev),
                Box::new(map.clone()),
            ))
        } else {
            None
        }
    }

    fn params(&self) -> TheNodeUI {
        self.nodeui.clone()
    }

    fn handle_event(
        &mut self,
        event: &TheEvent,
        _project: &mut Project,
        _ui: &mut TheUI,
        _ctx: &mut TheContext,
        _server_ctx: &mut ServerContext,
    ) -> bool {
        self.nodeui.handle_event(event)
    }
}