SleepIsDeath/gameSource/GameStateEditor.h

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#ifndef GAME_STATE_EDITOR_INCLUDED
#define GAME_STATE_EDITOR_INCLUDED
#include "Editor.h"
#include "buttons.h"
#include "GameState.h"
#include "GameStateDisplay.h"
#include "StateToolSet.h"
#include "SizeLimitedVector.h"
#include "minorGems/graphics/openGL/gui/TextFieldGL.h"
#include "ToolTipSliderGL.h"
class GameStateEditor : public Editor {
public:
GameStateEditor( ScreenGL *inScreen );
~GameStateEditor();
virtual void actionPerformed( GUIComponent *inTarget );
GameState *mGameStateToEdit;
void setGameStateToEdit( GameState *inGameState,
char inUpdatePickers = true );
void enableSend( char inEnabled );
void aboutToSend();
// to receive redraw pings from display
void displayRedrawed();
protected:
// implemented by all subclasses
// called by parent class when editor is being closed
virtual void editorClosing();
GameStateDisplay *mStateDisplay;
char mEditingSelectedObject;
EditButtonGL *mEditStateObjectButton;
UndoButtonGL *mUndoButton;
RedoButtonGL *mRedoButton;
ClearButtonGL *mClearButton;
char mUndoOrRedoOrClearAction;
char mIgnoreSliders;
void clearRedoStack();
void saveUndoPoint();
StateToolSet *mToolSet;
SizeLimitedVector<GameState*> mUndoStack;
SimpleVector<GameState*> mRedoStack;
AddButtonGL *mAddSceneButton;
char mAddSceneAction;
QuickDeleteButtonGL *mSpeechDeleteButton;
ToggleSpriteButtonGL *mSpeechBubbleBoxButton;
FlipHButtonGL *mFlipSpeechButton;
// checks based on currently-selected object and how
// close it is to screen (also whether speech bubble is even visible)
// also checks cases for enabling speech delete button
void checkFlipAndDeleteSpeechButtonEnabled();
void setSelectedObject( int inIndex );
void getTileUnder();
SelectableButtonGL *mGridButton;
SelectableButtonGL *mFreezeButton;
SelectableButtonGL *mLockGlobalButton;
SelectableButtonGL *mLockSelectedButton;
SelectableButtonGL *mHoldObjectButton;
SpriteButtonGL *mSetObjectButton;
KeyEquivButtonGL *mAddObjectButton;
KeyEquivButtonGL *mEditObjectButton;
KeyEquivButtonGL *mRemoveObjectButton;
SpriteButtonGL *mEditRoomButton;
SendButtonGL *mSendButton;
SpriteButtonGL *mPracticeButton;
SpriteButtonGL *mEditMusicButton;
ToolTipSliderGL *mRoomTransSlider;
ToolTipSliderGL *mObjectTransSlider;
TextFieldGL *mNameField;
ToggleSpriteButtonGL *mAddToPackButton;
SpriteButtonGL *mSavePackButton;
Image *mNoDropImage;
Image *mCanDropImage;
char mIgnoreObjPickerEvents;
// don't move speech anchor while this is happening
char mObjectChanging;
// for usage tracking of objects in current state
uniqueID mCurrentWorkingStateID;
};
#endif