mirror of
https://github.com/Heretek-AI/GDevelop.git
synced 2026-07-25 04:15:49 -04:00
4ebe69e1fd
The current working directory is changed on the fly when loading/previewing a scene so that every filename in a project is relative to the project directory. Adapted to changes in GDL/GDCore. Added MillionthVector in Credits. git-svn-id: svn://localhost@745 8062f311-0dae-4547-b526-b8ab9ac864a5
114 lines
3.0 KiB
C++
114 lines
3.0 KiB
C++
#ifndef EDITORLAYERS_H
|
|
#define EDITORLAYERS_H
|
|
|
|
//(*Headers(EditorLayers)
|
|
#include <wx/listctrl.h>
|
|
#include <wx/sizer.h>
|
|
#include <wx/menu.h>
|
|
#include <wx/aui/aui.h>
|
|
#include <wx/panel.h>
|
|
#include <wx/imaglist.h>
|
|
//*)
|
|
#include <wx/toolbar.h>
|
|
#include "GDL/Scene.h"
|
|
#include "GDL/Game.h"
|
|
#include "GDL/IDE/MainEditorCommand.h"
|
|
class SceneCanvas;
|
|
|
|
class EditorLayers: public wxPanel
|
|
{
|
|
public:
|
|
|
|
EditorLayers(wxWindow* parent, Game & game_, Scene & scene_, vector < Layer > * layers_, MainEditorCommand & mainEditorCommand_);
|
|
virtual ~EditorLayers();
|
|
|
|
//(*Declarations(EditorLayers)
|
|
wxAuiManager* AuiManager1;
|
|
wxAuiToolBar* toolbar;
|
|
wxMenuItem* MenuItem2;
|
|
wxMenuItem* MenuItem1;
|
|
wxListCtrl* layersList;
|
|
wxMenu contextMenu;
|
|
wxPanel* toolBarPanel;
|
|
wxImageList* imageList;
|
|
//*)
|
|
|
|
/**
|
|
* Refresh the layers list.
|
|
*/
|
|
void Refresh();
|
|
|
|
/**
|
|
* The editor can be linked to a scene canvas to update it according to changes made in the editor.
|
|
*/
|
|
void SetAssociatedSceneCanvas(SceneCanvas * sceneCanvas_) { sceneCanvas = sceneCanvas_; Refresh(); };
|
|
|
|
/**
|
|
* Return the associated scene canvas.
|
|
* \see EditorLayers::SetAssociatedSceneCanvas
|
|
*/
|
|
SceneCanvas * GetAssociatedSceneCanvas() { return sceneCanvas; };
|
|
|
|
protected:
|
|
|
|
//(*Identifiers(EditorLayers)
|
|
static const long ID_AUITOOLBAR1;
|
|
static const long ID_PANEL3;
|
|
static const long ID_LISTCTRL1;
|
|
static const long idMenuEdit;
|
|
static const long idMenuAdd;
|
|
static const long idMenuDel;
|
|
static const long idMenuUp;
|
|
static const long idMenuDown;
|
|
//*)
|
|
static const long ID_BITMAPBUTTON1;
|
|
static const long ID_BITMAPBUTTON6;
|
|
static const long ID_BITMAPBUTTON3;
|
|
|
|
private:
|
|
|
|
//(*Handlers(EditorLayers)
|
|
void OntoolBarPanelResize(wxSizeEvent& event);
|
|
void OnAddSelected(wxCommandEvent& event);
|
|
void OnDelSelected(wxCommandEvent& event);
|
|
void OnUpSelected(wxCommandEvent& event);
|
|
void OnDownSelected(wxCommandEvent& event);
|
|
void OnlayersListItemRClick(wxListEvent& event);
|
|
void OnlayersListItemSelect(wxListEvent& event);
|
|
void OnlayersListItemActivated(wxListEvent& event);
|
|
void OnEditSelected1(wxCommandEvent& event);
|
|
void OnlayersListItemSelect1(wxListEvent& event);
|
|
void OnlayersListItemFocused(wxListEvent& event);
|
|
//*)
|
|
void UpdateSelectedLayerIcon();
|
|
void OnRefresh(wxCommandEvent& event);
|
|
void OnMoreOptions(wxCommandEvent& event);
|
|
void EditSelectedLayer();
|
|
Layer* GetSelectedLayer();
|
|
void OnHelp(wxCommandEvent& event);
|
|
|
|
/**
|
|
* Reference to game containing the datas to edit
|
|
*/
|
|
Game & game;
|
|
/**
|
|
* Pointer to scene containing the datas to edit
|
|
* Use a pointer instead of a reference because scene pointer/reference can change
|
|
* @see EditorScene
|
|
*/
|
|
Scene & scene;
|
|
vector < Layer > * layers;
|
|
|
|
SceneCanvas * sceneCanvas;
|
|
|
|
MainEditorCommand & mainEditorCommand;
|
|
|
|
string layerSelected;
|
|
|
|
void CreateToolbar();
|
|
|
|
DECLARE_EVENT_TABLE()
|
|
};
|
|
|
|
#endif
|