0ad/source/tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/ObjectSettings.h
historic_bruno ef1e8de44e Removes size_t from shareable types to prevent 32/64-bit errors.
Adds unsigned int to shareable types. In the future, use
int32/player_id_t for player IDs and uint32/entity_id_t for entity IDs.

This was SVN commit r11189.
2012-02-27 23:16:31 +00:00

82 lines
2.4 KiB
C++

/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_OBJECTSETTINGS
#define INCLUDED_OBJECTSETTINGS
#include <vector>
#include <set>
#include "ScenarioEditor/Tools/Common/MiscState.h"
namespace AtlasMessage
{
struct sObjectSettings;
}
// Various settings to be applied to newly created units, or to the currently
// selected unit. If a unit is selected or being previewed, it should match
// these settings.
class ObjectSettings
{
public:
ObjectSettings(Observable<std::vector<AtlasMessage::ObjectID> >& selectedObjects, int view);
int GetPlayerID() const;
void SetPlayerID(int playerID);
void SetView(int view);
struct Group
{
wxArrayString variants;
wxString chosen;
};
const std::vector<Group> GetActorVariation() const;
const std::set<wxString>& GetActorSelections() const;
void SetActorSelections(const std::set<wxString>& selections);
// Constructs new sObjectSettings object from settings
AtlasMessage::sObjectSettings GetSettings() const;
private:
Observable<std::vector<AtlasMessage::ObjectID> >& m_SelectedObjects;
int m_View;
// 0 = gaia, 1..inf = normal players
int m_PlayerID;
// Set of user-chosen actor selections, potentially a superset of any single
// actor's possible variants (since it doesn't get reset if you select
// a new actor, and will accumulate variant names)
std::set<wxString> m_ActorSelections;
// List of actor variant groups (each a list of variant names)
std::vector<wxArrayString> m_VariantGroups;
// Observe changes to unit selection
ObservableScopedConnection m_Conn;
void OnSelectionChange(const std::vector<AtlasMessage::ObjectID>& selection);
// Transfer current settings to the currently selected unit (if any)
void PostToGame();
};
#endif // INCLUDED_OBJECTSETTINGS