0ad/source/tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/ObjectSettings.h
Ykkrosh d605cb39ec # Atlas editor: Control over 'random' actor variations.
Actor variation selection (though not saved to maps, so not very
useful).
Added more levels of complexity to the waiting-for-game-to-respond
message pump, to fix reentrancy problems.
Use number keys to assign player to selected unit.

This was SVN commit r3913.
2006-05-31 05:27:02 +00:00

61 lines
1.5 KiB
C++

#ifndef ObjectSettings_H__
#define ObjectSettings_H__
#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();
~ObjectSettings();
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:
// 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
ObservableConnection m_Conn;
void OnSelectionChange(const std::vector<AtlasMessage::ObjectID>& selection);
// Transfer current settings to the currently selected unit (if any)
void PostToGame();
};
extern Observable<ObjectSettings> g_ObjectSettings;
#endif // ObjectSettings_H__