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/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Windows/AtlasWindow.h"
class ActorEditorListCtrl;
class ActorEditor : public AtlasWindow
{
enum
{
ID_CreateEntity = ID_Custom
};
public:
ActorEditor(wxWindow* parent);
private:
void OnCreateEntity(wxCommandEvent& event);
protected:
AtObj FreezeData();
void ThawData(AtObj& in);
AtObj ExportData();
void ImportData(AtObj& in);
// TODO: er, what's the difference between freeze/thaw and export/import?
// Why is the code duplicated between them?
virtual wxString GetDefaultOpenDirectory();
private:
ActorEditorListCtrl* m_ActorEditorListCtrl;
wxCheckBox* m_CastShadows;
wxCheckBox* m_Float;
wxComboBox* m_Material;
DECLARE_EVENT_TABLE();
};
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