Example #1
0
// ----------------------------------------------------------------------------
//
void ActorSelectField::init( ActorPtrArray& actors, UIDArray& selected_actor_uids )
{
    if ( actors.size() == 0 )
        return;

    CString default_value;
    CString values;

    std::map<UID,CString> actor_to_id;

    for ( SceneActor * actor : actors ) {
        CString label;
        CString id;

        if ( actor->isGroup() ) {
            FixtureGroup* group = m_venue->getFixtureGroup( actor->getActorUID() );
            label.Format( "%s", group->getName() );
            id.Format( "G%lu", group->getNumber() );
        }
        else {
            Fixture* pf = m_venue->getFixture( actor->getActorUID() );
            label.Format( "%s @ %d", pf->getFullName(), pf->getAddress() );
            id.Format( "%lu", pf->getFixtureNumber() );
        }

        m_entries[ id ] = ActorSelectField::entry( id, label, *actor );
        actor_to_id[ actor->getActorUID() ] = id;

        if ( default_value.GetLength() == 0 )
            default_value = id;
    }

    // Preseve selected actor order
    for ( UID selected_uid : selected_actor_uids ) {
        std::map<UID,CString>::iterator it = actor_to_id.find( selected_uid );
        if ( it != actor_to_id.end() ) {
            if ( values.GetLength() != 0 )
                values += ",";
            values.Append( (*it).second );
        }
    }

    if ( values.GetLength() == 0 )
        setValue( default_value );
    else
        setValue( values );
}