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#ifndef gui_factory_edit_h
#define gui_factory_edit_h
#include "extend_edit.h"
#include "components/gui_label.h"
#include "components/gui_numberinput.h"
class fabrik_besch_t;
class wkz_build_industries_land_t;
class wkz_build_industries_city_t;
class wkz_build_factory_t;
class factory_edit_frame_t : public extend_edit_gui_t
{
private:
static wkz_build_industries_land_t land_chain_tool;
static wkz_build_industries_city_t city_chain_tool;
static wkz_build_factory_t fab_tool;
static char param_str[256];
const fabrik_besch_t *fab_besch;
uint32 production;
uint8 rotation; //255 for any
char prod_str[32], rot_str[16];
vector_tpl<const fabrik_besch_t *>fablist;
button_t bt_city_chain;
button_t bt_land_chain;
button_t bt_left_rotate, bt_right_rotate;
gui_label_t lb_rotation, lb_rotation_info;
gui_numberinput_t inp_production;
gui_label_t lb_production_info;
void fill_list( bool translate );
virtual void change_item_info( sint32 i );
public:
factory_edit_frame_t(spieler_t* sp,karte_t* welt);
/**
* in top-level fenstern wird der Name in der Titelzeile dargestellt
* @return den nicht uebersetzten Namen der Komponente
* @author Hj. Malthaner
*/
const char* get_name() const { return "factorybuilder"; }
/**
* Manche Fenster haben einen Hilfetext assoziiert.
* @return den Dateinamen fr die Hilfe, oder NULL
* @author Hj. Malthaner
*/
const char* get_hilfe_datei() const { return "factory_build.txt"; }
bool action_triggered(gui_action_creator_t*, value_t) OVERRIDE;
};
#endif
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