mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
iwyu 0.26 now want's full declaration of TYPE in case of std::vector<TYPE>, which is good as it allows the header to be self standing. There are some other changes suggested in part of the headers not being updated when they should have been and some due to changes in iwyu itself. Ref: #8086 Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
102 lines
2.2 KiB
C++
102 lines
2.2 KiB
C++
/* Copyright (C) 2026 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "tools/atlas/AtlasUI/ScenarioEditor/Sections/Common/Sidebar.h"
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#include "tools/atlas/GameInterface/SharedMemory.h"
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#include <wx/dynarray.h>
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#include <wx/event.h>
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#include <wx/string.h>
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class PlayerNotebookPage;
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class PlayerSettingsControl;
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class ScenarioEditor;
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class wxButton;
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class wxChoice;
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class wxCollapsiblePaneEvent;
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class wxSpinCtrl;
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class wxTextCtrl;
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class wxWindow;
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using namespace AtlasMessage;
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class PlayerSidebar : public Sidebar
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{
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public:
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PlayerSidebar(ScenarioEditor& scenarioEditor, wxWindow* sidebarContainer, wxWindow* bottomBarContainer);
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void OnMapReload() override;
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protected:
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void OnFirstDisplay() override;
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private:
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PlayerSettingsControl* m_PlayerSettingsCtrl;
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void OnCollapse(wxCollapsiblePaneEvent& evt);
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bool m_Loaded;
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DECLARE_EVENT_TABLE();
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};
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// Controls present on each player page
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struct PlayerPageControls
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{
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PlayerNotebookPage* page;
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wxTextCtrl* name;
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wxChoice* civ;
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wxButton* color;
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wxSpinCtrl* food;
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wxSpinCtrl* wood;
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wxSpinCtrl* stone;
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wxSpinCtrl* metal;
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wxSpinCtrl* pop;
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wxChoice* team;
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wxChoice* ai;
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};
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// Definitions for keeping AI data sorted
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class AIData
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{
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public:
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AIData(const wxString& id, const wxString& name)
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: m_ID(id), m_Name(name)
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{
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}
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wxString& GetID()
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{
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return m_ID;
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}
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wxString& GetName()
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{
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return m_Name;
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}
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static int CompareAIData(AIData* ai1, AIData* ai2)
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{
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return ai1->m_Name.Cmp(ai2->m_Name);
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}
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private:
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wxString m_ID;
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wxString m_Name;
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};
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WX_DEFINE_SORTED_ARRAY(AIData*, ArrayOfAIData);
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