Files
GDevelop/Extensions/TileMapObject/TileMapObjectEditor.cpp
T
victorlevasseur 3c44398e4b Separate the tilemap size config into a new window
Add a toolbar in the editor main panel
2014-08-23 20:32:34 +02:00

141 lines
4.3 KiB
C++

/**
Game Develop - Tiled Sprite Extension
Copyright (c) 2012 Victor Levasseur (victorlevasseur01@orange.fr)
Copyright (c) 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)
#include <iostream>
#include <wx/dcclient.h>
#include <wx/dcmemory.h>
#include <wx/dcbuffer.h>
#include <wx/textdlg.h>
#include <wx/settings.h>
#include <wx/config.h>
#include "GDCore/Tools/Log.h"
#include "GDCore/Tools/Localization.h"
#include "GDCore/IDE/Dialogs/MainFrameWrapper.h"
#include "GDCore/IDE/SkinHelper.h"
#include "GDCpp/Project.h"
#include "GDCpp/CommonTools.h"
#include "GDCore/IDE/Dialogs/ResourcesEditor.h"
#include "GDCore/IDE/CommonBitmapManager.h"
#include "TileMapObjectEditor.h"
#include "TileMapObject.h"
#include "TileSetConfigurationEditor.h"
#include "TileMapConfigurationEditor.h"
TileMapObjectEditor::TileMapObjectEditor( wxWindow* parent, gd::Project & game_, TileMapObject & object_, gd::MainFrameWrapper & mainFrameWrapper_ ) :
TileMapObjectEditorBase(parent),
game(game_),
mainFrameWrapper(mainFrameWrapper_),
object(object_),
tileSet(object.tileSet),
tileMap(object.tileMap)
{
m_tileSetPanel->SetTileSet(&tileSet);
m_tileMapPanel->SetTileSet(&tileSet);
m_tileMapPanel->SetTileMap(&tileMap);
m_tileSetPanel->Connect(TILE_SELECTION_CHANGED, TileSelectionEventHandler(TileMapObjectEditor::OnTileSetSelectionChanged), NULL, this);
//Set a nice GUI theme
m_auimgr178->GetArtProvider()->SetColour(wxAUI_DOCKART_BACKGROUND_COLOUR, wxSystemSettings::GetColour(wxSYS_COLOUR_MENU));
gd::SkinHelper::ApplyCurrentSkin(*m_auimgr178);
m_auimgr178->Update();
//Load the perspective
if(wxConfigBase::Get()->HasEntry("/TileMapObjectEditor/TileSetPane"))
{
wxString tileSetPaneInfo;
wxConfigBase::Get()->Read("/TileMapObjectEditor/TileSetPane", &tileSetPaneInfo);
m_auimgr178->LoadPaneInfo(tileSetPaneInfo, m_auimgr178->GetPane(m_tileSetPropertiesPanel));
}
m_auimgr178->GetPane(m_tileSetPropertiesPanel).Dock();
m_auimgr178->Update();
UpdateLayerChoice();
}
TileMapObjectEditor::~TileMapObjectEditor()
{
wxConfigBase::Get()->Write("/TileMapObjectEditor/TileSetPane", m_auimgr178->SavePaneInfo(m_auimgr178->GetPane(m_tileSetPropertiesPanel)));
}
void TileMapObjectEditor::OnLayerChoiceChanged(wxCommandEvent& event)
{
m_tileMapPanel->SetCurrentLayer(m_layerChoice->GetSelection());
}
void TileMapObjectEditor::OnHideUpperLayerChecked(wxCommandEvent& event)
{
m_tileMapPanel->HideUpperLayers(m_mainPanelToolbar->GetToolState(HIDE_UPPER_LAYERS_TOOL_ID));
}
void TileMapObjectEditor::OnTileSetSelectionChanged(TileSelectionEvent &event)
{
m_tileMapPanel->OnTileSetSelectionChanged(event);
}
void TileMapObjectEditor::UpdateLayerChoice()
{
m_layerChoice->SetSelection(m_tileMapPanel->GetCurrentLayer());
}
void TileMapObjectEditor::OnCancelButtonPressed(wxCommandEvent& event)
{
EndModal(0);
}
void TileMapObjectEditor::OnOkButtonPressed(wxCommandEvent& event)
{
object.tileSet = tileSet;
object.tileMap = tileMap;
EndModal(1);
}
void TileMapObjectEditor::OnTileSetConfigureButtonClicked(wxCommandEvent& event)
{
TileSetConfigurationEditor dialog(this, tileSet, game, mainFrameWrapper);
dialog.ShowModal();
tileSet.LoadResources(game);
tileSet.Generate();
m_tileSetPanel->Update();
m_tileMapPanel->Update();
}
void TileMapObjectEditor::OnChangeMapSizeButtonClicked(wxCommandEvent& event)
{
TileMapConfigurationEditor dialog(this, tileMap);
dialog.ShowModal();
m_tileMapPanel->Update();
}
#endif