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LevelEditSelect.h
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/*
* Copyright (C) 2012 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow 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 3 of the License, or
* (at your option) any later version.
*
* Me and My Shadow 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 Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef LEVELEDITSELECT_H
#define LEVELEDITSELECT_H
#include
"LevelSelect.h"
#include
"GameState.h"
#include
"GUIObject.h"
#include
<vector>
#include
<string>
//This is the LevelEditSelect state, here you can select levelpacks and levels.
class
LevelEditSelect
:
public
LevelSelect
{
private
:
//Pointer to the new levelpack button.
GUIButton
*
newPack
;
//Pointer to the levelpack properties button.
GUIButton
*
propertiesPack
;
//Pointer to the remove levelpack button.
GUIButton
*
removePack
;
//Pointer to the move map button.
GUIButton
*
move
;
//Pointer to the remove map button.
GUIButton
*
remove
;
//Pointer to the edit map button.
GUIButton
*
edit
;
//If is vertical mode, then the buttons are 2*3 instead of 3*2
bool
isVertical
;
//String that contains the untranslated name and path of the current levelpack.
std
::
string
packName
,
packPath
;
//GUIObjects of each frame in pack properties dialog.
std
::
vector
<
std
::
vector
<
GUIObject
*>
>
packPropertiesFrames
;
//Method that will create the GUI elements.
//initial: Boolean if it is the first time the gui is created.
void
createGUI
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
bool
initial
);
//Method that should be called when changing the current levelpack in an abnormal way.
void
changePack
();
//This method will show a popup with levelpack specific settings.
//newPack: Boolean if it's a new levelpack.
void
packProperties
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
bool
newPack
);
//This method will show an add level dialog.
void
addLevel
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
);
//This method will show an move level dialog.
void
moveLevel
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
);
public
:
//Constructor.
LevelEditSelect
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
);
//Destructor.
~
LevelEditSelect
();
//Inherited from LevelSelect.
//change: Boolean if the levelpack changed, if not we only have to rearrange the numbers.
void
refresh
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
bool
change
=
true
)
override
;
void
selectNumber
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
unsigned
int
number
,
bool
selected
)
override
;
void
handleEvents
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
)
override
;
//Inherited from GameState.
void
render
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
)
override
;
//Inherited from GameState.
void
resize
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
)
override
;
//Inherited from LevelSelect.
void
renderTooltip
(
SDL_Renderer
&
renderer
,
unsigned
int
number
,
int
dy
)
override
;
//GUI events will be handled here.
void
GUIEventCallback_OnEvent
(
ImageManager
&
imageManager
,
SDL_Renderer
&
renderer
,
std
::
string
name
,
GUIObject
*
obj
,
int
eventType
)
override
;
};
#endif
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