0ad/source/tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/ObjectSettings.h
Ykkrosh 34d0f012e8 # Converted Atlas's object-settings UI into JavaScript.
(Note: This breaks the Actor Viewer, hopefully temporarily.)

This was SVN commit r6932.
2009-06-26 22:43:49 +00:00

55 lines
1.6 KiB
C++

/* Copyright (C) 2009 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 "ScenarioEditor/Tools/Common/MiscState.h"
class ScriptInterface;
namespace AtlasMessage
{
struct sObjectSettings;
}
// This class is now just an interface to the JS Atlas.State.objectSettings,
// for old C++ code that hasn't been ported to JS yet.
class ObjectSettings
{
public:
ObjectSettings(Observable<std::vector<AtlasMessage::ObjectID> >& selectedObjects, ScriptInterface& scriptInterface);
void Init(int view);
void SetPlayerID(int playerID);
// Constructs new sObjectSettings object from settings
AtlasMessage::sObjectSettings GetSettings() const;
void NotifyObservers();
private:
ScriptInterface& m_ScriptInterface;
// Observe changes to unit selection
ObservableScopedConnection m_Conn;
void OnSelectionChange(const std::vector<AtlasMessage::ObjectID>& selection);
};
#endif // INCLUDED_OBJECTSETTINGS