115 lines
2.6 KiB
C
115 lines
2.6 KiB
C
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#ifndef ROOM_EDITOR_INCLUDED
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#define ROOM_EDITOR_INCLUDED
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#include "Editor.h"
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#include "buttons.h"
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#include "Room.h"
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#include "GameStateDisplay.h"
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#include "DrawToolSet.h"
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#include "SizeLimitedVector.h"
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#include "minorGems/graphics/openGL/gui/TextFieldGL.h"
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class RoomEditor : public Editor {
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public:
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RoomEditor( ScreenGL *inScreen );
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~RoomEditor();
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// a bit messy, but this allows GameStateEditor and RoomEditor
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// to share the same state display (so room editor can show
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// object hints)
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//
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// Room Editor construction not complete until this has been called.
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//
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// We don't destroy this
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void setGameStateDisplay( GameStateDisplay *inDisplay );
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// called by GameStateEditor before it opens the RoomEditor
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// tells us that the shared GameStateDisplay is now ours
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void takeOverGameStateDisplay();
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virtual void actionPerformed( GUIComponent *inTarget );
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// implemented by all subclasses
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// called by parent class when editor is being closed
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virtual void editorClosing();
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protected:
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GameStateDisplay *mStateDisplay;
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// triggered by add button or close
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void addRoom();
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AddButtonGL *mAddButton;
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char mAddAction;
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void setRoomToEdit( Room inRoom );
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void refreshMiniView();
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SpriteCellButtonGL *mButtonGrid[G][G];
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SpriteButtonGL *mMiniViewButton;
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Room mRoomToEdit;
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EditButtonGL *mEditTileButton;
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UndoButtonGL *mUndoButton;
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RedoButtonGL *mRedoButton;
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ClearButtonGL *mClearButton;
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DrawToolSet *mToolSet;
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SelectableButtonGL *mWallsButton;
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SelectableButtonGL *mHintsButton;
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// returns true if anything changed
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char recursiveFill( int inX, int inY,
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uniqueID inOldTile, uniqueID inNewTile,
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drawTool inTool );
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// version for wall toggles
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char recursiveFill( int inX, int inY,
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char inOldWall, char inNewWall,
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drawTool inTool );
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SizeLimitedVector<Room> mUndoStack;
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SimpleVector<Room> mRedoStack;
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TextFieldGL *mSetNameField;
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char mPenDown;
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char mWallInk;
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// for usage tracking of objects in current state
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uniqueID mCurrentWorkingStateID;
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};
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#endif
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