ultimatepp/bazaar/MapEditor/LevelEditorItem.cpp
Sc0rch 9959d8888c MapRender: First release (FormEditorCommon, FormEditorProperties, Map, MapBG, MapCommon, MapEditor, MapRenderTest.
git-svn-id: svn://ultimatepp.org/upp/trunk@4180 f0d560ea-af0d-0410-9eb7-867de7ffcac7
2011-11-18 06:28:11 +00:00

110 lines
2.1 KiB
C++

#include "LevelEditor.h"
void LevelEditor::OnItemAdd()
{
int layer = LayerList.GetCurrentRow();
if (layer < 0) return;
Layer& lay = _level->GetLayers()[layer];
Room room;
room.SetName(NFormat(t_("Room #%d"), lay.GetRooms().GetCount() + 1));
if (room.OpenProperties() != IDOK)
return;
lay.GetRooms().Add(room);
UpdateItemList();
}
void LevelEditor::OnItemEdit()
{
int layer = LayerList.GetCurrentRow();
if (layer < 0) return;
Layer& lay = _level->GetLayers()[layer];
int row = ItemList.GetCurrentRow();
if (row < 0) return;
lay.GetRooms()[row].OpenProperties();
UpdateItemList();
}
void LevelEditor::OnItemRemove()
{
int layer = LayerList.GetCurrentRow();
if (layer < 0) return;
Layer& lay = _level->GetLayers()[layer];
int row = ItemList.GetCurrentRow();
if (row < 0) return;
if (!PromptYesNo(t_("Remove the selected item from level?")))
return;
lay.GetRooms().Remove(row);
UpdateItemList();
}
void LevelEditor::OnItemSelect()
{
int layer = LayerList.GetCurrentRow();
if (layer < 0) return;
Layer& lay = _level->GetLayers()[layer];
int row = ItemList.GetCurrentRow();
if (row < 0) return;
MapLevel* level = EditView.GetCurrentLevel();
if (!level) return;
if (_item != -1)
{
if (_item >= 0 && _item < lay.GetRooms().GetCount())
{
Room& room = lay.GetRooms()[_item];
room.GetVertices().Clear();
for (int i = 0; i < level->GetEditPoints().GetCount(); ++i)
{
room.GetVertices() << level->GetEditPoints()[i];
}
}
_item = -1;
}
level->ClearEditPoints();
Room& room = lay.GetRooms()[row];
for (int i = 0; i < room.GetVertices().GetCount(); ++i)
{
level->AddEditPoint(room.GetVertices()[i]);
}
_item = row;
Refresh();
}
void LevelEditor::OnItemProperties()
{
int layer = LayerList.GetCurrentRow();
if (layer < 0) return;
Layer& lay = _level->GetLayers()[layer];
int row = ItemList.GetCurrentRow();
if (row < 0) return;
lay.GetRooms()[row].OpenProperties();
UpdateItemList();
}
void LevelEditor::OnChangePoint()
{
OnItemSelect();
UpdateMap(true);
}