Files
source/Editor/EditorItems.h
T
Kriplo b2dbc3123b Brief: //dnl ch80
- Polishing and fixing mapeditor.
Details:
- Add scroll map editor items for mouse wheel.
- Fix selection of mapinfo light and smoothing buttons when switching between taskbars.
- UpdateRoofsView now will hide/show onroof tiles and back roof walls too.
- Fix fake light toggle which now will remain after switching to another taskbar also fix incorrect ambient light saving during toggling fake light with HOME key.
- Finish work on HandleMouseClicksInGameScreen function so most draw functions now are single clicked on same tile element instead rapid burst of events which in some situation create stacking tiles problem during save game.
- Fix incorrect value for exit grids if right click on map element without exit grid, also if changing same exit grid then will update same instead to define next available slot from exit grid array.
- Restricted scroll will now disable scrolling when enter in textbox at mapinfo taskbar for basement levels and for proper radar map creation.


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6673 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2013-12-01 22:27:03 +00:00

74 lines
2.5 KiB
C

#include "BuildDefines.h"
#ifdef JA2EDITOR
#ifndef __EDITORITEMS_H
#define __EDITORITEMS_H
typedef struct{
BOOLEAN fGameInit; //Used for initializing save variables the first time.
//This flag is initialize at
BOOLEAN fKill; //flagged for deallocation.
BOOLEAN fActive; //currently active
UINT16 *pusItemIndex; //a dynamic array of Item indices
UINT32 uiBuffer; //index of buffer
UINT32 uiItemType; //Weapons, ammo, armour, explosives, equipment
//Kaiden/Buggler: was previously INT16 - Fix for number of items capped by class in editor
INT32 sWidth, sHeight; //width and height of buffer
INT16 sNumItems; //total number of items in the current class of item.
INT16 sSelItemIndex; //currently selected item index.
INT16 sHilitedItemIndex;
INT16 sScrollIndex; //current scroll index (0 is far left, 1 is next tile to the right, ...)
INT16 sSaveSelWeaponsIndex, sSaveSelAmmoIndex, sSaveSelArmourIndex, sSaveSelLBEIndex, sSaveSelExplosivesIndex,
sSaveSelEquipment1Index, sSaveSelEquipment2Index, sSaveSelEquipment3Index,
sSaveSelTriggersIndex, sSaveSelKeysIndex, sSaveSelRandomItemIndex;
INT16 sSaveWeaponsScrollIndex, sSaveAmmoScrollIndex, sSaveArmourScrollIndex, sSaveLBEScrollIndex,
sSaveExplosivesScrollIndex, sSaveEquipment1ScrollIndex, sSaveEquipment2ScrollIndex,
sSaveEquipment3ScrollIndex, sSaveTriggersScrollIndex, sSaveKeysScrollIndex, sSaveRandomItemScrollIndex;
INT16 sNumWeapons, sNumAmmo, sNumArmour, sLBEGear, sNumExplosives, sNumEquipment1, sNumEquipment2, sNumEquipment3,
sNumTriggers, sNumKeys, sNumRandomItems;
}EditorItemsInfo;
extern EditorItemsInfo eInfo;
void InitEditorItemsToolbar();
void EntryInitEditorItemsInfo();
void InitEditorItemsInfo(UINT32 uiItemType);
void RenderEditorItemsInfo();
void ClearEditorItemsInfo();
void DisplayItemStatistics();
void DetermineItemsScrolling();
void ScrollEditorItemsInfo(BOOLEAN fForward);//dnl ch80 011213
//User actions
void AddSelectedItemToWorld( INT32 sGridNo );
void HandleRightClickOnItem( INT32 sGridNo );
void DeleteSelectedItem();
void ShowSelectedItem();
void HideSelectedItem();
void SelectNextItemPool();
void SelectNextItemInPool();
void SelectPrevItemInPool();
void KillItemPoolList();
void BuildItemPoolList();
void HideItemCursor( INT32 iMapIndex );
void ShowItemCursor( INT32 iMapIndex );
void SetEditorItemsTaskbarMode( UINT16 usNewMode );
void HandleItemsPanel( UINT16 usScreenX, UINT16 usScreenY, INT8 bEvent );
extern INT32 giDefaultExistChance;
#endif
#endif