forked from OpenGamers/abaddon
38 lines
1.0 KiB
C++
38 lines
1.0 KiB
C++
#include "state.hpp"
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void to_json(nlohmann::json &j, const ExpansionStateRoot &m) {
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if (m.Children.empty()) {
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j = nlohmann::json::object();
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} else {
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for (const auto &[id, state] : m.Children)
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j[std::to_string(id)] = state;
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}
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}
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void from_json(const nlohmann::json &j, ExpansionStateRoot &m) {
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for (const auto &[key, value] : j.items())
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m.Children[key] = value;
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}
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void to_json(nlohmann::json &j, const ExpansionState &m) {
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j["e"] = m.IsExpanded;
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j["c"] = m.Children;
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}
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void from_json(const nlohmann::json &j, ExpansionState &m) {
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j.at("e").get_to(m.IsExpanded);
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j.at("c").get_to(m.Children);
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}
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void to_json(nlohmann::json &j, const AbaddonApplicationState &m) {
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j["active_channel"] = m.ActiveChannel;
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j["expansion"] = m.Expansion;
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}
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void from_json(const nlohmann::json &j, AbaddonApplicationState &m) {
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if (j.contains("active_channel"))
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j.at("active_channel").get_to(m.ActiveChannel);
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if (j.contains("expansion"))
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j.at("expansion").get_to(m.Expansion);
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}
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