fixed so Make/Clear Collision buttons are hidden on game layer

This commit is contained in:
Choupom 2010-12-15 12:49:36 +01:00 committed by oy
parent a72848e780
commit b565d4ab18

View file

@ -324,38 +324,47 @@ int CLayerTiles::RenderProperties(CUIRect *pToolBox)
bool InGameGroup = !find_linear(m_pEditor->m_Map.m_pGameGroup->m_lLayers.all(), this).empty();
if(m_pEditor->m_Map.m_pGameLayer == this)
InGameGroup = false;
static int s_ColclButton = 0;
if(m_pEditor->DoButton_Editor(&s_ColclButton, Localize("Clear collision"), InGameGroup?0:-1, &Button, 0, Localize("Removes collision from this layer")))
if(InGameGroup)
{
CLayerTiles *gl = m_pEditor->m_Map.m_pGameLayer;
int w = min(gl->m_Width, m_Width);
int h = min(gl->m_Height, m_Height);
for(int y = 0; y < h; y++)
for(int x = 0; x < w; x++)
static int s_ColclButton = 0;
if(m_pEditor->DoButton_Editor(&s_ColclButton, Localize("Clear collision"), 0, &Button, 0, Localize("Removes collision from this layer")))
{
CLayerTiles *gl = m_pEditor->m_Map.m_pGameLayer;
int w = min(gl->m_Width, m_Width);
int h = min(gl->m_Height, m_Height);
for(int y = 0; y < h; y++)
{
if(gl->m_pTiles[y*gl->m_Width+x].m_Index <= TILE_SOLID)
if(m_pTiles[y*m_Width+x].m_Index)
gl->m_pTiles[y*gl->m_Width+x].m_Index = TILE_AIR;
for(int x = 0; x < w; x++)
{
if(gl->m_pTiles[y*gl->m_Width+x].m_Index <= TILE_SOLID)
{
if(m_pTiles[y*m_Width+x].m_Index)
gl->m_pTiles[y*gl->m_Width+x].m_Index = TILE_AIR;
}
}
}
return 1;
}
static int s_ColButton = 0;
pToolBox->HSplitBottom(5.0f, pToolBox, &Button);
pToolBox->HSplitBottom(12.0f, pToolBox, &Button);
if(m_pEditor->DoButton_Editor(&s_ColButton, Localize("Make collision"), InGameGroup?0:-1, &Button, 0, Localize("Constructs collision from this layer")))
{
CLayerTiles *gl = m_pEditor->m_Map.m_pGameLayer;
int w = min(gl->m_Width, m_Width);
int h = min(gl->m_Height, m_Height);
for(int y = 0; y < h; y++)
for(int x = 0; x < w; x++)
return 1;
}
static int s_ColButton = 0;
pToolBox->HSplitBottom(5.0f, pToolBox, &Button);
pToolBox->HSplitBottom(12.0f, pToolBox, &Button);
if(m_pEditor->DoButton_Editor(&s_ColButton, Localize("Make collision"), 0, &Button, 0, Localize("Constructs collision from this layer")))
{
CLayerTiles *gl = m_pEditor->m_Map.m_pGameLayer;
int w = min(gl->m_Width, m_Width);
int h = min(gl->m_Height, m_Height);
for(int y = 0; y < h; y++)
{
if(gl->m_pTiles[y*gl->m_Width+x].m_Index <= TILE_SOLID)
gl->m_pTiles[y*gl->m_Width+x].m_Index = m_pTiles[y*m_Width+x].m_Index?TILE_SOLID:TILE_AIR;
for(int x = 0; x < w; x++)
{
if(gl->m_pTiles[y*gl->m_Width+x].m_Index <= TILE_SOLID)
gl->m_pTiles[y*gl->m_Width+x].m_Index = m_pTiles[y*m_Width+x].m_Index?TILE_SOLID:TILE_AIR;
}
}
return 1;
return 1;
}
}
enum