Files
GDevelop/IDE/DndTextObjectsEditor.cpp
T
Florian d9c92facda Tried to correct errors messages when saving in portable mode.
Started adding support for "dynamic extensions", meant to be written/compiled within Game Develop.
In SceneCanvas::Reload, now destroy and recreate scene member when reloading, as it is necessary for dynamic libraries for example to have explicit scene destruction when preview is ended.
Renamed GDE define to GD_IDE_ONLY.
Renamed old gdp namespace to GDpriv.

git-svn-id: svn://localhost@345 8062f311-0dae-4547-b526-b8ab9ac864a5
2011-01-09 16:54:20 +00:00

37 lines
1.2 KiB
C++

#include <wx/log.h>
#include "DndTextObjectsEditor.h"
#include "EditorObjectList.h"
#include "GDL/ExtensionsManager.h"
#include "GDL/SpriteObject.h"
/**
* Create a object with an initial image
*/
bool DndTextObjectsEditor::OnDropText(wxCoord x, wxCoord y, const wxString& text)
{
//TODO : Remake me in GDL Fahsion
/*GDpriv::ExtensionsManager * extensionsManager = GDpriv::ExtensionsManager::getInstance();
if ( extensionsManager->GetTypeIdFromString("Sprite") == 0 )
return true; //No such extension loaded.
boost::shared_ptr<SpriteObject> object = boost::static_pointer_cast<SpriteObject>(
extensionsManager->CreateObject(extensionsManager->GetTypeIdFromString("Sprite"),
string(text.mb_str())));
Sprite sprite;
sprite.SetImageName(string(text.mb_str()));
Animation animation;
animation.SetDirectionsNumber(8);
animation.GetDirectionToModify(0).AddSprite(sprite);
object->AddAnimation( animation );
editor.objects->push_back( object );
editor.Refresh();*/
return true;
}