0ad/source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Player/Player.h
Ralph Sennhauser e3afa15966
Cleanup Atlas section headers
Make not otherwise used functions private and use override as
appropriate.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-07 09:36:57 +02:00

104 lines
2.2 KiB
C++

/* Copyright (C) 2026 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/>.
*/
#include "tools/atlas/AtlasUI/ScenarioEditor/Sections/Common/Sidebar.h"
#include "tools/atlas/GameInterface/SharedMemory.h"
#include <cstdlib>
#include <wx/defs.h>
#include <wx/dynarray.h>
#include <wx/event.h>
#include <wx/string.h>
class PlayerNotebookPage;
class PlayerSettingsControl;
class ScenarioEditor;
class wxButton;
class wxChoice;
class wxCollapsiblePaneEvent;
class wxSpinCtrl;
class wxTextCtrl;
class wxWindow;
using namespace AtlasMessage;
class PlayerSidebar : public Sidebar
{
public:
PlayerSidebar(ScenarioEditor& scenarioEditor, wxWindow* sidebarContainer, wxWindow* bottomBarContainer);
void OnMapReload() override;
protected:
void OnFirstDisplay() override;
private:
PlayerSettingsControl* m_PlayerSettingsCtrl;
void OnCollapse(wxCollapsiblePaneEvent& evt);
bool m_Loaded;
DECLARE_EVENT_TABLE();
};
// Controls present on each player page
struct PlayerPageControls
{
PlayerNotebookPage* page;
wxTextCtrl* name;
wxChoice* civ;
wxButton* color;
wxSpinCtrl* food;
wxSpinCtrl* wood;
wxSpinCtrl* stone;
wxSpinCtrl* metal;
wxSpinCtrl* pop;
wxChoice* team;
wxChoice* ai;
};
// Definitions for keeping AI data sorted
class AIData
{
public:
AIData(const wxString& id, const wxString& name)
: m_ID(id), m_Name(name)
{
}
wxString& GetID()
{
return m_ID;
}
wxString& GetName()
{
return m_Name;
}
static int CompareAIData(AIData* ai1, AIData* ai2)
{
return ai1->m_Name.Cmp(ai2->m_Name);
}
private:
wxString m_ID;
wxString m_Name;
};
WX_DEFINE_SORTED_ARRAY(AIData*, ArrayOfAIData);