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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.
63 lines
1.7 KiB
C++
63 lines
1.7 KiB
C++
#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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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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