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// $Id: ETEdit.cpp,v 1.4 2002/12/27 20:57:40 mat Exp $
#include "ETEdit.h"
#include "Application.h"
#include <sstream>
ETEdit::ETEdit (World *world) : EntityTool (world), m_Entity (NULL)
{}
ETEdit::~ETEdit()
{
if (m_Entity) m_Entity->Unref();
}
/// Apply tool at (x,z)
void
ETEdit::Apply3D(Ark::Vector3 newpos, const Ark::Collision &col)
{
if (col.GetType() != Ark::Collision::ENTITY)
{
m_Entity = NULL;
return;
}
m_Entity = static_cast<Entity*>(col.m_Entity);
std::cout << m_Entity->ToString();
g_Application->GetUI()->EditEntity (m_Entity);
}
/// Update or reset tool
void
ETEdit::Update()
{
m_Entity = NULL;
}
/// Create a command with a correct state.
Command*
ETEdit::CreateCommand()
{
if (m_Entity == NULL)
return NULL;
else
return new ECEdit (g_Application->GetWorld(), m_Entity);
}
///////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////
ECEdit::ECEdit(World *world, Entity *entity) :
m_World (world),
m_Entity (entity)
{
assert (m_Entity != 0);
m_Entity->Ref();
}
ECEdit::~ECEdit()
{
if (m_Entity)
m_Entity->Unref();
}
/// Return the command type.
std::string
ECEdit::Type() const
{
return "Edit entity";
}
/// Execute this command.
void
ECEdit::Execute()
{
}
/// Undo the action done by this command.
void
ECEdit::Unexecute()
{
}
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