1 #ifndef EDITOR_PAGES_SUBPAGES_TILESET_HPP
2 #define EDITOR_PAGES_SUBPAGES_TILESET_HPP
4 #include <BLIB/Interfaces/GUI.hpp>
52 void setGUI(bl::gui::GUI* gui);
111 bl::resource::Ref<core::map::Tileset> tileset;
113 bl::gui::Notebook::Ptr content;
114 bl::gui::Box::Ptr tilesBox;
115 bl::gui::Box::Ptr animsBox;
Collision
The different types of collisions in maps.
LevelTransition
Represents a level transition in a map. Level transitions are applied when an entity moves either ont...
All classes and functionality used for implementing the game editor.
Editor subpage for selecting catch tiles to place.
Editor subpage for selecting collisions to apply.
Subpage for selecting level transitions to place on the map.
Section of the map area with the map itself and related controls.
Subpage for tileset editing and use. Used by the map editor page.
void markSaved()
Marks the tileset clean.
std::uint8_t getActiveCatch() const
Returns the active catch type.
Tileset(bl::engine::Engine &engine, const DeleteCb &deleteCb, MapArea &map)
Creates the GUI elements.
Active getActiveTool() const
Returns what is currently selected as the active edit type.
bool unsavedChanges() const
Returns whether or not the tileset is in a dirty state.
core::map::LevelTransition getActiveLevel() const
Returns the actively selected level transition type.
bool loadTileset(const std::string &tileset)
Loads the given tileset and updates the GUI elements.
void refresh()
Refreshes the GUI.
void setGUI(bl::gui::GUI *gui)
Sets the parent GUI object.
bl::gui::Element::Ptr getContent()
Returns the gui element to pack.
core::map::Tile::IdType getActiveAnim() const
Returns the id of the active animation.
core::map::Tile::IdType getActiveTile() const
Returns the id of the active tile.
std::function< void(core::map::Tile::IdType, bool)> DeleteCb
std::uint8_t getActiveTown() const
Returns the currently selected town.
core::map::Collision getActiveCollision() const
Returns the active collision type.
Subpage for creating, editing, deleting, and placing towns in maps.