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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.
82 lines
2.4 KiB
C++
82 lines
2.4 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_OBJECTSETTINGS
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#define INCLUDED_OBJECTSETTINGS
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#include <vector>
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#include <set>
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#include "ScenarioEditor/Tools/Common/MiscState.h"
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namespace AtlasMessage
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{
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struct sObjectSettings;
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}
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// Various settings to be applied to newly created units, or to the currently
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// selected unit. If a unit is selected or being previewed, it should match
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// these settings.
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class ObjectSettings
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{
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public:
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ObjectSettings(Observable<std::vector<AtlasMessage::ObjectID> >& selectedObjects, int view);
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int GetPlayerID() const;
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void SetPlayerID(int playerID);
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void SetView(int view);
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struct Group
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{
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wxArrayString variants;
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wxString chosen;
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};
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const std::vector<Group> GetActorVariation() const;
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const std::set<wxString>& GetActorSelections() const;
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void SetActorSelections(const std::set<wxString>& selections);
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// Constructs new sObjectSettings object from settings
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AtlasMessage::sObjectSettings GetSettings() const;
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private:
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Observable<std::vector<AtlasMessage::ObjectID> >& m_SelectedObjects;
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int m_View;
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// 0 = gaia, 1..inf = normal players
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int m_PlayerID;
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// Set of user-chosen actor selections, potentially a superset of any single
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// actor's possible variants (since it doesn't get reset if you select
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// a new actor, and will accumulate variant names)
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std::set<wxString> m_ActorSelections;
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// List of actor variant groups (each a list of variant names)
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std::vector<wxArrayString> m_VariantGroups;
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// Observe changes to unit selection
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ObservableScopedConnection m_Conn;
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void OnSelectionChange(const std::vector<AtlasMessage::ObjectID>& selection);
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// Transfer current settings to the currently selected unit (if any)
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void PostToGame();
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};
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#endif // INCLUDED_OBJECTSETTINGS
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