/** Game Develop - Tiled Sprite Extension Copyright (c) 2012 Victor Levasseur (victorlevasseur01@orange.fr) Copyright (c) 2013-2014 Florian Rival (Florian.Rival@gmail.com) This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. */ #if defined(GD_IDE_ONLY) && !defined(GD_NO_WX_GUI) #ifndef TILEMAPOBJECTEDITOR_H #define TILEMAPOBJECTEDITOR_H #include "wxsmith/TileMapObjectEditor.h" #include namespace gd { class Project; } class TileMapObject; namespace gd { class MainFrameWrapper; } class ResourcesEditor; class TileMapObjectEditor: public TileMapObjectEditorBase { public: TileMapObjectEditor( wxWindow* parent, gd::Project & game_, TileMapObject & object_, gd::MainFrameWrapper & mainFrameWrapper_ ); virtual ~TileMapObjectEditor(); protected: virtual void OnTileSetPanelErase(wxEraseEvent& event); virtual void OnTileSetPanelPaint(wxPaintEvent& event); virtual void OnUpdateClicked(wxCommandEvent& event); virtual void OnMapUpdateButtonClicked(wxCommandEvent& event); virtual void OnLayerAddButtonClicked(wxCommandEvent& event); virtual void OnLayerChoiceChanged(wxCommandEvent& event); virtual void OnLayerDeleteButtonClicked(wxCommandEvent& event); void OnTileSetSelectionChanged(TileSelectionEvent &event); private: void SetTileSet(const std::string &tileSetName); void UpdateLayerChoice(); wxBitmap GetwxBitmapFromImageResource(gd::Resource & resource); wxBitmap *tileSetBitmap; gd::Project & game; gd::MainFrameWrapper & mainFrameWrapper; TileMapObject & object; }; #endif #endif