mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-10 18:18:18 +00:00
Reworked the Front Layer after reworking the front layer a similar bug was found, but this time fixed on double save, so i added a work around that double saves ( I'm not proud of this T.T )
Signed-off-by: GreYFoXGTi <GreYFoXGTi@GMaiL.CoM>
This commit is contained in:
parent
b3736dded4
commit
fd7c0c39ac
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@ -590,6 +590,7 @@ static void CallbackSaveMap(const char *pFileName, void *pUser)
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}
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}
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CEditor *pEditor = static_cast<CEditor*>(pUser);
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CEditor *pEditor = static_cast<CEditor*>(pUser);
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if(pEditor->Save(pFileName))
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if(pEditor->Save(pFileName))
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if(pEditor->Save(pFileName))
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str_copy(pEditor->m_aFileName, pFileName, sizeof(pEditor->m_aFileName));
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str_copy(pEditor->m_aFileName, pFileName, sizeof(pEditor->m_aFileName));
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}
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}
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@ -1134,12 +1135,14 @@ void CEditor::DoMapEditor(CUIRect View, CUIRect ToolBar)
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//UI()->ClipEnable(&view);
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//UI()->ClipEnable(&view);
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}
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}
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// render the game, tele and speedup above everything else
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// render the game, tele, speedup and front above everything else
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if(m_Map.m_pGameGroup->m_Visible)
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if(m_Map.m_pGameGroup->m_Visible)
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{
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{
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m_Map.m_pGameGroup->MapScreen();
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m_Map.m_pGameGroup->MapScreen();
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if(m_Map.m_pGameLayer->m_Visible)
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if(m_Map.m_pGameLayer->m_Visible)
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m_Map.m_pGameLayer->Render();
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m_Map.m_pGameLayer->Render();
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if(m_Map.m_pFrontLayer && m_Map.m_pFrontLayer->m_Visible)
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m_Map.m_pFrontLayer->Render();
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if(m_Map.m_pTeleLayer && m_Map.m_pTeleLayer->m_Visible)
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if(m_Map.m_pTeleLayer && m_Map.m_pTeleLayer->m_Visible)
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m_Map.m_pTeleLayer->Render();
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m_Map.m_pTeleLayer->Render();
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if(m_Map.m_pSpeedupLayer && m_Map.m_pSpeedupLayer->m_Visible)
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if(m_Map.m_pSpeedupLayer && m_Map.m_pSpeedupLayer->m_Visible)
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@ -3016,6 +3019,13 @@ void CEditorMap::MakeSpeedupLayer(CLayer *pLayer)
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m_pSpeedupLayer->m_TexId = m_pEditor->ms_EntitiesTexture;
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m_pSpeedupLayer->m_TexId = m_pEditor->ms_EntitiesTexture;
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}
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}
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void CEditorMap::MakeFrontLayer(CLayer *pLayer)
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{
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m_pFrontLayer = (CLayerFront *)pLayer;
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m_pFrontLayer->m_pEditor = m_pEditor;
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m_pFrontLayer->m_TexId = m_pEditor->ms_EntitiesTexture;
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}
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void CEditorMap::MakeGameGroup(CLayerGroup *pGroup)
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void CEditorMap::MakeGameGroup(CLayerGroup *pGroup)
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{
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{
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m_pGameGroup = pGroup;
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m_pGameGroup = pGroup;
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@ -3034,6 +3044,7 @@ void CEditorMap::Clean()
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m_pGameLayer = 0x0;
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m_pGameLayer = 0x0;
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m_pTeleLayer = 0x0;
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m_pTeleLayer = 0x0;
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m_pSpeedupLayer = 0x0;
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m_pSpeedupLayer = 0x0;
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m_pFrontLayer = 0x0;
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m_pGameGroup = 0x0;
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m_pGameGroup = 0x0;
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}
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}
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@ -3060,10 +3071,12 @@ void CEditorMap::CreateDefault(int EntitiesTexture)
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pQuad->m_aColors[2].b = pQuad->m_aColors[3].b = 255;
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pQuad->m_aColors[2].b = pQuad->m_aColors[3].b = 255;
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pGroup->AddLayer(pLayer);
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pGroup->AddLayer(pLayer);
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// add game layer
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// add game layer and front
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MakeGameGroup(NewGroup());
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MakeGameGroup(NewGroup());
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MakeGameLayer(new CLayerGame(50, 50));
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MakeGameLayer(new CLayerGame(50, 50));
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MakeFrontLayer(new CLayerFront(50, 50));
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m_pGameGroup->AddLayer(m_pGameLayer);
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m_pGameGroup->AddLayer(m_pGameLayer);
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m_pGameGroup->AddLayer(m_pFrontLayer);
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m_pTeleLayer = 0x0;
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m_pTeleLayer = 0x0;
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m_pSpeedupLayer = 0x0;
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m_pSpeedupLayer = 0x0;
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}
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}
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@ -265,6 +265,7 @@ public:
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class CLayerGame *m_pGameLayer;
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class CLayerGame *m_pGameLayer;
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class CLayerTele *m_pTeleLayer;
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class CLayerTele *m_pTeleLayer;
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class CLayerSpeedup *m_pSpeedupLayer;
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class CLayerSpeedup *m_pSpeedupLayer;
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class CLayerFront *m_pFrontLayer;
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CLayerGroup *m_pGameGroup;
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CLayerGroup *m_pGameGroup;
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CEnvelope *NewEnvelope(int Channels)
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CEnvelope *NewEnvelope(int Channels)
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@ -321,6 +322,7 @@ public:
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void MakeTeleLayer(CLayer *pLayer);
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void MakeTeleLayer(CLayer *pLayer);
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void MakeSpeedupLayer(CLayer *pLayer);
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void MakeSpeedupLayer(CLayer *pLayer);
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void MakeFrontLayer(CLayer *pLayer);
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};
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};
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@ -387,6 +389,7 @@ public:
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int m_Game;
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int m_Game;
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int m_Tele;
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int m_Tele;
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int m_Speedup;
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int m_Speedup;
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int m_Front;
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int m_Image;
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int m_Image;
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int m_Width;
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int m_Width;
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int m_Height;
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int m_Height;
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@ -455,6 +458,15 @@ public:
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virtual void FillSelection(bool Empty, CLayer *pBrush, CUIRect Rect);
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virtual void FillSelection(bool Empty, CLayer *pBrush, CUIRect Rect);
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};
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};
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class CLayerFront : public CLayerTiles
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{
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public:
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CLayerFront(int w, int h);
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virtual void Resize(int NewW, int NewH);
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virtual void BrushDraw(CLayer *pBrush, float wx, float wy);
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};
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class CEditor : public IEditor
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class CEditor : public IEditor
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{
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{
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class IInput *m_pInput;
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class IInput *m_pInput;
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@ -286,6 +286,8 @@ int CEditorMap::Save(class IStorage *pStorage, const char *pFileName)
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Item.m_Flags = 2;
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Item.m_Flags = 2;
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else if(pLayer->m_Speedup)
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else if(pLayer->m_Speedup)
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Item.m_Flags = 4;
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Item.m_Flags = 4;
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else if(pLayer->m_Front)
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Item.m_Flags = 8;
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else
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else
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Item.m_Flags = pLayer->m_Game;
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Item.m_Flags = pLayer->m_Game;
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Item.m_Image = pLayer->m_Image;
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Item.m_Image = pLayer->m_Image;
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@ -305,6 +307,14 @@ int CEditorMap::Save(class IStorage *pStorage, const char *pFileName)
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Item.m_Speedup = df.AddData(pLayer->m_Width*pLayer->m_Height*sizeof(CSpeedupTile), ((CLayerSpeedup *)pLayer)->m_pSpeedupTile);
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Item.m_Speedup = df.AddData(pLayer->m_Width*pLayer->m_Height*sizeof(CSpeedupTile), ((CLayerSpeedup *)pLayer)->m_pSpeedupTile);
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delete[] Tiles;
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delete[] Tiles;
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}
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}
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else if(pLayer->m_Front)
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{
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CTile *Tiles = new CTile[pLayer->m_Width*pLayer->m_Height];
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mem_zero(Tiles, pLayer->m_Width*pLayer->m_Height*sizeof(CTile));
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Item.m_Data = df.AddData(pLayer->m_Width*pLayer->m_Height*sizeof(CTile), Tiles);
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Item.m_Front = df.AddData(pLayer->m_Width*pLayer->m_Height*sizeof(CTile), pLayer->m_pTiles);//Thanks Sushi Tee
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delete[] Tiles;
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}
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else
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else
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Item.m_Data = df.AddData(pLayer->m_Width*pLayer->m_Height*sizeof(CTile), pLayer->m_pTiles);
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Item.m_Data = df.AddData(pLayer->m_Width*pLayer->m_Height*sizeof(CTile), pLayer->m_pTiles);
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df.AddItem(MAPITEMTYPE_LAYER, LayerCount, sizeof(Item), &Item);
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df.AddItem(MAPITEMTYPE_LAYER, LayerCount, sizeof(Item), &Item);
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@ -522,6 +532,11 @@ int CEditorMap::Load(class IStorage *pStorage, const char *pFileName)
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pTiles = new CLayerSpeedup(pTilemapItem->m_Width, pTilemapItem->m_Height);
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pTiles = new CLayerSpeedup(pTilemapItem->m_Width, pTilemapItem->m_Height);
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MakeSpeedupLayer(pTiles);
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MakeSpeedupLayer(pTiles);
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}
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}
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else if(pTilemapItem->m_Flags&8)
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{
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pTiles = new CLayerFront(pTilemapItem->m_Width, pTilemapItem->m_Height);
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MakeFrontLayer(pTiles);
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}
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else
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else
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{
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{
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pTiles = new CLayerTiles(pTilemapItem->m_Width, pTilemapItem->m_Height);
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pTiles = new CLayerTiles(pTilemapItem->m_Width, pTilemapItem->m_Height);
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@ -579,6 +594,13 @@ int CEditorMap::Load(class IStorage *pStorage, const char *pFileName)
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DataFile.UnloadData(pTilemapItem->m_Speedup);
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DataFile.UnloadData(pTilemapItem->m_Speedup);
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}
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}
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else if(pTiles->m_Front)
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{
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void *pFrontData = DataFile.GetData(pTilemapItem->m_Front);
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mem_copy(((CLayerFront*)pTiles)->m_pTiles, pFrontData, pTiles->m_Width*pTiles->m_Height*sizeof(CTile));
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DataFile.UnloadData(pTilemapItem->m_Front);
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}
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}
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}
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else if(pLayerItem->m_Type == LAYERTYPE_QUADS)
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else if(pLayerItem->m_Type == LAYERTYPE_QUADS)
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{
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{
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@ -22,6 +22,7 @@ CLayerTiles::CLayerTiles(int w, int h)
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m_Game = 0;
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m_Game = 0;
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m_Tele = 0;
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m_Tele = 0;
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m_Speedup = 0;
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m_Speedup = 0;
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m_Front = 0;
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m_pTiles = new CTile[m_Width*m_Height];
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m_pTiles = new CTile[m_Width*m_Height];
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mem_zero(m_pTiles, m_Width*m_Height*sizeof(CTile));
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mem_zero(m_pTiles, m_Width*m_Height*sizeof(CTile));
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@ -242,7 +243,7 @@ void CLayerTiles::BrushDraw(CLayer *pBrush, float wx, float wy)
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if(fx<0 || fx >= m_Width || fy < 0 || fy >= m_Height)
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if(fx<0 || fx >= m_Width || fy < 0 || fy >= m_Height)
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continue;
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continue;
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// dont allow tele in and out tiles... same with speedup tile
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// dont allow tele in and out tiles... same with speedup tile in game layer
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if(m_pEditor->GetSelectedLayer(0) == m_pEditor->m_Map.m_pGameLayer && (l->m_pTiles[y*l->m_Width+x].m_Index == TILE_TELEIN || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_TELEOUT || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_BOOST))
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if(m_pEditor->GetSelectedLayer(0) == m_pEditor->m_Map.m_pGameLayer && (l->m_pTiles[y*l->m_Width+x].m_Index == TILE_TELEIN || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_TELEOUT || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_BOOST))
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continue;
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continue;
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@ -302,6 +303,10 @@ void CLayerTiles::Resize(int NewW, int NewH)
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// resize speedup layer if available
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// resize speedup layer if available
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if(m_Game && m_pEditor->m_Map.m_pSpeedupLayer && (m_pEditor->m_Map.m_pSpeedupLayer->m_Width != NewW || m_pEditor->m_Map.m_pSpeedupLayer->m_Height != NewH))
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if(m_Game && m_pEditor->m_Map.m_pSpeedupLayer && (m_pEditor->m_Map.m_pSpeedupLayer->m_Width != NewW || m_pEditor->m_Map.m_pSpeedupLayer->m_Height != NewH))
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m_pEditor->m_Map.m_pSpeedupLayer->Resize(NewW, NewH);
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m_pEditor->m_Map.m_pSpeedupLayer->Resize(NewW, NewH);
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// resize front layer
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if(m_Game && m_pEditor->m_Map.m_pFrontLayer && (m_pEditor->m_Map.m_pFrontLayer->m_Width != NewW || m_pEditor->m_Map.m_pFrontLayer->m_Height != NewH))
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m_pEditor->m_Map.m_pFrontLayer->Resize(NewW, NewH);
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}
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}
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@ -311,7 +316,7 @@ int CLayerTiles::RenderProperties(CUIRect *pToolBox)
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pToolBox->HSplitBottom(12.0f, pToolBox, &Button);
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pToolBox->HSplitBottom(12.0f, pToolBox, &Button);
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bool InGameGroup = !find_linear(m_pEditor->m_Map.m_pGameGroup->m_lLayers.all(), this).empty();
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bool InGameGroup = !find_linear(m_pEditor->m_Map.m_pGameGroup->m_lLayers.all(), this).empty();
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if(m_pEditor->m_Map.m_pGameLayer == this || m_pEditor->m_Map.m_pTeleLayer == this || m_pEditor->m_Map.m_pSpeedupLayer == this)
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if(m_pEditor->m_Map.m_pGameLayer == this || m_pEditor->m_Map.m_pTeleLayer == this || m_pEditor->m_Map.m_pSpeedupLayer == this || m_pEditor->m_Map.m_pFrontLayer == this)
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InGameGroup = false;
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InGameGroup = false;
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static int s_ColclButton = 0;
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static int s_ColclButton = 0;
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if(m_pEditor->DoButton_Editor(&s_ColclButton, Localize("Clear collision"), InGameGroup?0:-1, &Button, 0, Localize("Removes collision from this layer")))
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if(m_pEditor->DoButton_Editor(&s_ColclButton, Localize("Clear collision"), InGameGroup?0:-1, &Button, 0, Localize("Removes collision from this layer")))
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@ -362,7 +367,7 @@ int CLayerTiles::RenderProperties(CUIRect *pToolBox)
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{0},
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{0},
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};
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};
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if(m_pEditor->m_Map.m_pGameLayer == this || m_pEditor->m_Map.m_pTeleLayer == this || m_pEditor->m_Map.m_pSpeedupLayer == this) // remove the image from the selection if this is the game layer
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if(m_pEditor->m_Map.m_pGameLayer == this || m_pEditor->m_Map.m_pTeleLayer == this || m_pEditor->m_Map.m_pSpeedupLayer == this || m_pEditor->m_Map.m_pFrontLayer == this) // remove the image from the selection if this is the game/tele/speedup/front layer
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aProps[2].m_pName = 0;
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aProps[2].m_pName = 0;
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static int s_aIds[NUM_PROPS] = {0};
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static int s_aIds[NUM_PROPS] = {0};
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@ -642,3 +647,45 @@ void CLayerSpeedup::FillSelection(bool Empty, CLayer *pBrush, CUIRect Rect)
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}
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}
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}
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}
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}
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}
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CLayerFront::CLayerFront(int w, int h)
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: CLayerTiles(w, h)
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{
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m_pTypeName = "Front";
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m_Front = 1;
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}
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void CLayerFront::Resize(int NewW, int NewH)
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{
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// resize tile data
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CLayerTiles::Resize(NewW, NewH);
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// resize gamelayer too
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if(m_pEditor->m_Map.m_pGameLayer->m_Width != NewW || m_pEditor->m_Map.m_pGameLayer->m_Height != NewH)
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m_pEditor->m_Map.m_pGameLayer->Resize(NewW, NewH);
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}
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void CLayerFront::BrushDraw(CLayer *pBrush, float wx, float wy)
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{
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if(m_Readonly)
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return;
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//
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CLayerTiles *l = (CLayerTiles *)pBrush;
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int sx = ConvertX(wx);
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int sy = ConvertY(wy);
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for(int y = 0; y < l->m_Height; y++)
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for(int x = 0; x < l->m_Width; x++)
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{
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int fx = x+sx;
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int fy = y+sy;
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if(fx<0 || fx >= m_Width || fy < 0 || fy >= m_Height)
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continue;
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// dont allow tele in and out tiles... same with speedup tile in front
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if(m_pEditor->GetSelectedLayer(0) == m_pEditor->m_Map.m_pFrontLayer && (l->m_pTiles[y*l->m_Width+x].m_Index == TILE_TELEIN || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_TELEOUT || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_BOOST))
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continue;
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m_pTiles[fy*m_Width+fx] = l->m_pTiles[y*l->m_Width+x];
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}
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}
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@ -127,6 +127,24 @@ int CEditor::PopupGroup(CEditor *pEditor, CUIRect View)
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}
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}
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}
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}
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if(pEditor->GetSelectedGroup()->m_GameGroup && !pEditor->m_Map.m_pFrontLayer)
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{
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// new force layer
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View.HSplitBottom(10.0f, &View, &Button);
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View.HSplitBottom(12.0f, &View, &Button);
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static int s_NewFrontLayerButton = 0;
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if(pEditor->DoButton_Editor(&s_NewFrontLayerButton, "Add Front Layer", 0, &Button, 0, "Creates a new item layer"))
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{
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||||||
|
CLayer *l = new CLayerFront(pEditor->m_Map.m_pGameLayer->m_Width, pEditor->m_Map.m_pGameLayer->m_Height);
|
||||||
|
pEditor->m_Map.MakeFrontLayer(l);
|
||||||
|
pEditor->m_Map.m_lGroups[pEditor->m_SelectedGroup]->AddLayer(l);
|
||||||
|
pEditor->m_SelectedLayer = pEditor->m_Map.m_lGroups[pEditor->m_SelectedGroup]->m_lLayers.size()-1;
|
||||||
|
pEditor->m_Brush.Clear();
|
||||||
|
return 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
// new tile layer
|
// new tile layer
|
||||||
View.HSplitBottom(10.0f, &View, &Button);
|
View.HSplitBottom(10.0f, &View, &Button);
|
||||||
View.HSplitBottom(12.0f, &View, &Button);
|
View.HSplitBottom(12.0f, &View, &Button);
|
||||||
|
@ -218,8 +236,8 @@ int CEditor::PopupLayer(CEditor *pEditor, CUIRect View)
|
||||||
View.HSplitBottom(12.0f, &View, &Button);
|
View.HSplitBottom(12.0f, &View, &Button);
|
||||||
static int s_DeleteButton = 0;
|
static int s_DeleteButton = 0;
|
||||||
|
|
||||||
// don't allow deletion of game layer
|
// don't allow deletion of game/front layer
|
||||||
if(pEditor->m_Map.m_pGameLayer != pEditor->GetSelectedLayer(0) &&
|
if(pEditor->m_Map.m_pGameLayer != pEditor->GetSelectedLayer(0) && pEditor->m_Map.m_pFrontLayer != pEditor->GetSelectedLayer(0) &&
|
||||||
pEditor->DoButton_Editor(&s_DeleteButton, Localize("Delete layer"), 0, &Button, 0, Localize("Deletes the layer")))
|
pEditor->DoButton_Editor(&s_DeleteButton, Localize("Delete layer"), 0, &Button, 0, Localize("Deletes the layer")))
|
||||||
{
|
{
|
||||||
if(pEditor->GetSelectedLayer(0) == pEditor->m_Map.m_pTeleLayer)
|
if(pEditor->GetSelectedLayer(0) == pEditor->m_Map.m_pTeleLayer)
|
||||||
|
@ -250,7 +268,7 @@ int CEditor::PopupLayer(CEditor *pEditor, CUIRect View)
|
||||||
{0},
|
{0},
|
||||||
};
|
};
|
||||||
|
|
||||||
if(pEditor->m_Map.m_pGameLayer == pEditor->GetSelectedLayer(0) || pEditor->m_Map.m_pTeleLayer == pEditor->GetSelectedLayer(0) || pEditor->m_Map.m_pSpeedupLayer == pEditor->GetSelectedLayer(0)) // dont use Group and Detail from the selection if this is the game layer
|
if(pEditor->m_Map.m_pGameLayer == pEditor->GetSelectedLayer(0) || pEditor->m_Map.m_pTeleLayer == pEditor->GetSelectedLayer(0) || pEditor->m_Map.m_pSpeedupLayer == pEditor->GetSelectedLayer(0) || pEditor->m_Map.m_pFrontLayer == pEditor->GetSelectedLayer(0)) // dont use Group and Detail from the selection if this is the game layer
|
||||||
{
|
{
|
||||||
aProps[0].m_Type = PROPTYPE_NULL;
|
aProps[0].m_Type = PROPTYPE_NULL;
|
||||||
aProps[2].m_Type = PROPTYPE_NULL;
|
aProps[2].m_Type = PROPTYPE_NULL;
|
||||||
|
|
|
@ -10,6 +10,7 @@ CLayers::CLayers()
|
||||||
m_pGameLayer = 0;
|
m_pGameLayer = 0;
|
||||||
m_pTeleLayer = 0;
|
m_pTeleLayer = 0;
|
||||||
m_pSpeedupLayer = 0;
|
m_pSpeedupLayer = 0;
|
||||||
|
m_pFrontLayer = 0;
|
||||||
m_pMap = 0;
|
m_pMap = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -51,6 +52,8 @@ void CLayers::Init(class IKernel *pKernel)
|
||||||
m_pTeleLayer = pTilemap;
|
m_pTeleLayer = pTilemap;
|
||||||
if(pTilemap->m_Flags&4)
|
if(pTilemap->m_Flags&4)
|
||||||
m_pSpeedupLayer = pTilemap;
|
m_pSpeedupLayer = pTilemap;
|
||||||
|
if(pTilemap->m_Flags&8)
|
||||||
|
m_pFrontLayer = pTilemap;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -14,6 +14,7 @@ class CLayers
|
||||||
CMapItemLayerTilemap *m_pGameLayer;
|
CMapItemLayerTilemap *m_pGameLayer;
|
||||||
CMapItemLayerTilemap *m_pTeleLayer;
|
CMapItemLayerTilemap *m_pTeleLayer;
|
||||||
CMapItemLayerTilemap *m_pSpeedupLayer;
|
CMapItemLayerTilemap *m_pSpeedupLayer;
|
||||||
|
CMapItemLayerTilemap *m_pFrontLayer;
|
||||||
class IMap *m_pMap;
|
class IMap *m_pMap;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
@ -25,6 +26,7 @@ public:
|
||||||
CMapItemLayerTilemap *GameLayer() const { return m_pGameLayer; }
|
CMapItemLayerTilemap *GameLayer() const { return m_pGameLayer; }
|
||||||
CMapItemLayerTilemap *TeleLayer() const { return m_pTeleLayer; }
|
CMapItemLayerTilemap *TeleLayer() const { return m_pTeleLayer; }
|
||||||
CMapItemLayerTilemap *SpeedupLayer() const { return m_pSpeedupLayer; }
|
CMapItemLayerTilemap *SpeedupLayer() const { return m_pSpeedupLayer; }
|
||||||
|
CMapItemLayerTilemap *FrontLayer() const { return m_pFrontLayer; }
|
||||||
CMapItemGroup *GetGroup(int Index) const;
|
CMapItemGroup *GetGroup(int Index) const;
|
||||||
CMapItemLayer *GetLayer(int Index) const;
|
CMapItemLayer *GetLayer(int Index) const;
|
||||||
};
|
};
|
||||||
|
|
Loading…
Reference in a new issue