0ad/source/tools/atlas/AtlasUI/CustomControls/Windows/AtlasWindow.h
Ykkrosh cc8bf09cc5 Added 'float' flag to actors - fixes #153.
Fixed creation and selection of entities (and now actors) which float on
water.
Added ctrl+n/o/s keys to actor editor.

This was SVN commit r4417.
2006-09-28 02:05:56 +00:00

80 lines
1.6 KiB
C++

#ifndef ATLASWINDOW_H__
#define ATLASWINDOW_H__
#include "General/AtlasWindowCommandProc.h"
#include "General/IAtlasSerialiser.h"
#include "FileHistory/FileHistory.h"
#include "wx/filename.h"
class AtObj;
class AtlasWindow : public wxFrame, public IAtlasSerialiser
{
friend class AtlasWindowCommandProc;
DECLARE_CLASS(AtlasWindow);
public:
enum
{
// ID_Import,
// ID_Export,
// First available ID for custom window-specific menu items
ID_Custom = 1
};
AtlasWindow(wxWindow* parent, const wxString& title, const wxSize& size);
boost::signal<void ()> sig_FileSaved;
private:
void OnNew(wxCommandEvent& event);
// void OnImport(wxCommandEvent& event);
// void OnExport(wxCommandEvent& event);
// TODO: import/export vs open/save/saveas - how should it decide which to do?
void OnOpen(wxCommandEvent& event);
void OnSave(wxCommandEvent& event);
void OnSaveAs(wxCommandEvent& event);
void OnQuit(wxCommandEvent& event);
void OnMRUFile(wxCommandEvent& event);
void OnUndo(wxCommandEvent& event);
void OnRedo(wxCommandEvent& event);
void OnClose(wxCloseEvent& event);
protected:
void SetCurrentFilename(wxFileName filename = wxString());
wxFileName GetCurrentFilename() { return m_CurrentFilename; }
void AddCustomMenu(wxMenu* menu, const wxString& title);
virtual wxString GetDefaultOpenDirectory() = 0;
bool SaveChanges(bool forceSaveAs);
public:
bool OpenFile(const wxString& filename);
private:
AtlasWindowCommandProc m_CommandProc;
wxMenuItem* m_menuItem_Save;
wxMenuBar* m_MenuBar;
wxFileName m_CurrentFilename;
wxString m_WindowTitle;
FileHistory m_FileHistory;
DECLARE_EVENT_TABLE();
};
#endif // ATLASWINDOW_H__