/* Copyright (C) 2021 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. 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 2 of the License, or * (at your option) any later version. * * 0 A.D. 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 0 A.D. If not, see . */ #include "Windows/AtlasWindow.h" class ActorEditorListCtrl; class ActorEditor : public AtlasWindow { enum { ID_CreateEntity = ID_Custom }; public: ActorEditor(wxWindow* parent); private: void OnCreateEntity(wxCommandEvent& event); protected: AtObj FreezeData(); void ThawData(AtObj& in); AtObj ExportData(); void ImportData(AtObj& in); // TODO: er, what's the difference between freeze/thaw and export/import? // Why is the code duplicated between them? virtual wxString GetDefaultOpenDirectory(); private: ActorEditorListCtrl* m_ActorEditorListCtrl; wxCheckBox* m_CastShadows; wxCheckBox* m_Float; wxComboBox* m_Material; // Some data is not modifiable in the editor // but should be persisted so for convenience keep a copy of the last loaded file. AtObj m_Actor; DECLARE_EVENT_TABLE(); };