mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-17 13:53:57 -07:00
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.
61 lines
1.5 KiB
C++
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__
|