mkRPG
src/editor/GUI/Tabs/actiontab.h
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00001 #ifndef ACTIONTAB_H
00002 #define ACTIONTAB_H
00003 
00009 #include "ui_actiontab.h"
00010 #include "tabwidget.h"
00011 
00012 #include "Game/ItemModels/itemmodels.h"
00013 #include "Game/ItemModels/attrtreeitemmodel.h"
00014 #include "itemdelegates.h"
00015 
00016 
00021 class ActionTab : public TabWidget, private Ui::ActionTab
00022 {
00023     Q_OBJECT
00024 
00025 public:
00026     explicit ActionTab(QWidget *parent = 0);
00027     void setGame(Game *g);
00028 
00029 private slots:
00030     void actionChanged(const QModelIndex &ac);
00031     void emitterChanged(const QModelIndex &em);
00032     void receiverChanged(const QModelIndex &re);
00033     void eventChanged(const QModelIndex &ev);
00034     void orderChanged(const QModelIndex &ord);
00035 
00036     void removeRow(const QPersistentModelIndex &r);
00037     void editRow(const QPersistentModelIndex &r);
00038 
00039     void on_newAction_clicked();
00040     void on_selectEmitter_clicked();
00041     void on_addReceiver_clicked();
00042 
00043 private:
00044     FilteredObjectsTreeModel *tem;
00045     FilteredObjectsTreeModel *trc;
00046     ObjectsTreeModel *emittersModel;
00047     ObjectsTreeModel *receiversModel;
00048     EventTreeItemModel *eventsModel;
00049     OrderTreeItemModel *ordersModel;
00050     ReceiverListModel *rcvModel;
00051     ActionsListModel *actionsModel;
00052     GameObject *emitter;
00053     GameObject *receiver;
00054     QString event;
00055     QString order;
00056     Game *game;
00057     Action *act;
00058 };
00059 
00060 #endif // ACTIONTAB_H
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