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gameelementdata.cpp
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gameelementdata.cpp
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/*
* Copyright (C) 2020 Arkadiusz Bubała <[email protected]>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "gameelementdata.hpp"
#include <QString>
#include <QMap>
#include "translationmanager.hpp"
/**
* @brief Game Element Data Implementation.
*
*/
class GameElementDataImpl {
public:
friend class GameElementData;
explicit GameElementDataImpl(const QString& name) :
m_name(name),
m_translations(),
m_imagePath(),
m_soundPath() {}
private:
QString m_name; /**< Game Element name. */
QMap<Translations::Language, QString> m_translations; /**< Translation map. */
QString m_imagePath; /**< Path to the image file. */
QString m_soundPath; /**< Path to the sound file. */
};
GameElementData::GameElementData() {
makeImpl(QString());
}
GameElementData::GameElementData(const QString& name) {
makeImpl(name);
}
GameElementData::~GameElementData() = default;
void GameElementData::setImagePath(const QString& path) {
pImpl->m_imagePath = path;
}
void GameElementData::setSoundPath(const QString& path) {
pImpl->m_soundPath = path;
}
void GameElementData::setTranslation(const QString& language, const QString& word) {
pImpl->m_translations.insert(Translations::fromString(language),
word);
}
void GameElementData::setName(const QString& name) {
pImpl->m_name = name;
}
const QString&GameElementData::name() const {
return pImpl->m_name;
}
const QString& GameElementData::imagePath() const {
return pImpl->m_imagePath;
}
const QString& GameElementData::soundPath() const {
return pImpl->m_soundPath;
}
const QString& GameElementData::translation(Translations::Language language) const {
const auto it = pImpl->m_translations.find(language);
if (it != pImpl->m_translations.cend()) {
return it.value();
}
return pImpl->m_name;
}
void GameElementData::makeImpl(const QString& name) {
pImpl = std::make_unique<GameElementDataImpl>(name);
}