0ad/source/tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/ObjectSettings.h
Ykkrosh f5a2a141dc Fixed non-PCH compiles.
Removed a few global variables from Atlas.
Added call to srand(time).
Restored NotebookEvent in wxJS.
Fixed CPU-detection in Valgrind.

This was SVN commit r5318.
2007-09-02 23:38:58 +00:00

63 lines
1.7 KiB
C++

#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);
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