forked from mirrors/0ad
b1c4e29ac8
NOTE: requires update-workspaces and may require correction of some modded actors/scenarios This was SVN commit r16438.
96 lines
2.0 KiB
C++
96 lines
2.0 KiB
C++
/* Copyright (C) 2011 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "../Common/Sidebar.h"
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#include "GameInterface/Messages.h"
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#include "wx/collpane.h"
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#include "wx/spinctrl.h"
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using namespace AtlasMessage;
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class PlayerNotebookPage;
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class PlayerSettingsControl;
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class PlayerSidebar : public Sidebar
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{
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public:
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PlayerSidebar(ScenarioEditor& scenarioEditor, wxWindow* sidebarContainer, wxWindow* bottomBarContainer);
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virtual void OnMapReload();
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protected:
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virtual void OnFirstDisplay();
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private:
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PlayerSettingsControl* m_PlayerSettingsCtrl;
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void OnCollapse(wxCollapsiblePaneEvent& evt);
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bool m_Loaded;
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DECLARE_EVENT_TABLE();
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};
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// Controls present on each player page
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struct PlayerPageControls
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{
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PlayerNotebookPage* page;
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wxTextCtrl* name;
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wxChoice* civ;
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wxButton* color;
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wxSpinCtrl* food;
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wxSpinCtrl* wood;
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wxSpinCtrl* stone;
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wxSpinCtrl* metal;
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wxSpinCtrl* pop;
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wxChoice* team;
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wxChoice* ai;
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};
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// Definitions for keeping AI data sorted
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class AIData
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{
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public:
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AIData(const wxString& id, const wxString& name)
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: m_ID(id), m_Name(name)
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{
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}
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wxString& GetID()
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{
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return m_ID;
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}
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wxString& GetName()
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{
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return m_Name;
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}
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static int CompareAIData(AIData* ai1, AIData* ai2)
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{
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return ai1->m_Name.Cmp(ai2->m_Name);
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}
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private:
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wxString m_ID;
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wxString m_Name;
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};
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WX_DEFINE_SORTED_ARRAY(AIData*, ArrayOfAIData);
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