1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55
|
#pragma once
#include "icommandsystem.h"
#include "inode.h"
#include <string>
namespace selection
{
namespace algorithm
{
/**
* Applies the key/value combination to the currently selected entities.
* It's safe to set a "classname" key through this method.
* This doesn't open an UndoableCommand session, take care of this in the
* client code.
*
* Throws a cmd::ExecutionFailure in case the keyvalue cannot be applied.
*/
void setEntityKeyValue(const std::string& key, const std::string& value);
// Command adaptor wrapping the setEntityKeyvalue function above
void setEntityKeyValueOnSelection(const cmd::ArgumentList& args);
/**
* greebo: "Binds" the selected entites together by setting the "bind"
* spawnarg on both entities. Two entities must be highlighted for this
* command to function correctly.
*/
void bindEntities();
/**
* greebo: Sets up the target spawnarg of the selected entities such that
* the first selected entity is targetting the second.
*/
void connectSelectedEntities();
/**
* greebo: (De-)selects all entities that reference the given model path
* in their "model" spawnarg.
*/
void selectItemsByModel(const std::string& model);
void deselectItemsByModel(const std::string& model);
// Command target to (de-)select items by model
void selectItemsByModelCmd(const cmd::ArgumentList& args);
void deselectItemsByModelCmd(const cmd::ArgumentList& args);
// Command target: PlacePlayerStart <origin>
void placePlayerStart(const cmd::ArgumentList& args);
} // namespace algorithm
} // namespace selection
|