/* ScriptEditorPanel::handleAction * Handles the action [id]. Returns true if the action was handled, * false otherwise *******************************************************************/ bool ScriptEditorPanel::handleAction(string name) { // Compile Script if (name == "mapw_script_compile") { // Save script saveScripts(); // Compile depending on language string lang = Game::configuration().scriptLanguage(); if (lang == "acs_hexen") EntryOperations::compileACS(entry_script, true, entry_compiled, (wxFrame*)MapEditor::windowWx()); else if (lang == "acs_zdoom") EntryOperations::compileACS(entry_script, false, entry_compiled, (wxFrame*)MapEditor::windowWx()); } // Save Script else if (name == "mapw_script_save") saveScripts(); // Toggle language list else if (name == "mapw_script_togglelanguage") { list_words->Show(script_show_language_list); Layout(); Refresh(); } // Not handled else return false; return true; }
/* ScriptEditorPanel::handleAction * Handles the action [id]. Returns true if the action was handled, * false otherwise *******************************************************************/ bool ScriptEditorPanel::handleAction(string name) { // Compile Script if (name == "mapw_script_compile") { // Save script saveScripts(); // Compile depending on language string lang = theGameConfiguration->scriptLanguage(); if (lang == "acs_hexen") EntryOperations::compileACS(entry_script, true, entry_compiled, theMapEditor); else if (lang == "acs_zdoom") EntryOperations::compileACS(entry_script, false, entry_compiled, theMapEditor); } // Save Script else if (name == "mapw_script_save") saveScripts(); // Jump To else if (name == "mapw_script_jumpto") text_editor->openJumpToDialog(); // Toggle language list else if (name == "mapw_script_togglelanguage") { script_show_language_list = !script_show_language_list; list_words->Show(script_show_language_list); Layout(); Refresh(); } // Not handled else return false; return true; }