while running, editor remember view states of towns and outdoors
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@@ -46,13 +46,29 @@ struct town_entrance_t {
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int town;
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};
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struct terrain_view_t {
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location center;
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short cur_viewing_mode;
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};
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// This is completely unnecessary outside of the scenario editor, but harmless to load anyway,
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// and much easier to store in cScenario so readScenarioFromXML() doesn't need conditionally compiled
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// access to scenedit-specific global variables (which won't work unless we want to compile the common
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// sources 3 times), or globals redeclared for no reason in boe.main.cpp and pc.main.cpp
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struct editor_state_t {
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bool drawing;
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bool editing_town;
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short last_town_edited;
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// Remember last view and zoom for each town
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std::map<short, terrain_view_t> town_view_state;
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location last_out_edited;
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// Remember last view and zoom for each outdoor section--
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// but only for when the designer makes a discontinuous section change.
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// When simply shifting over by 1 section we won't want to
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// use this stored state, we want seamless transition.
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std::map<location, terrain_view_t, loc_compare> out_view_state;
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};
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class cScenario {
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