MOPGAngleProperty::MOPGAngleProperty(const wxString& label, const wxString& name) : wxEditEnumProperty(label, name), MOPGProperty(MOPGProperty::TYPE_ANGLE) { // Set to combo box editor //SetEditor(wxPGEditor_ComboBox); // Setup combo box choices wxArrayString labels; wxArrayInt values; labels.Add("0: East"); values.Add(0); labels.Add("45: Northeast"); values.Add(45); labels.Add("90: North"); values.Add(90); labels.Add("135: Northwest"); values.Add(135); labels.Add("180: West"); values.Add(180); labels.Add("225: Southwest"); values.Add(225); labels.Add("270: South"); values.Add(270); labels.Add("315: Southeast"); values.Add(315); SetChoices(wxPGChoices(labels, values)); }
MOPGSPACTriggerProperty::MOPGSPACTriggerProperty(const wxString& label, const wxString& name) : wxEnumProperty(label, name), MOPGProperty(MOPGProperty::TYPE_SPAC) { // Set to combo box editor SetEditor(wxPGEditor_ComboBox); // Setup combo box choices wxArrayString labels = theGameConfiguration->allSpacTriggers(); SetChoices(wxPGChoices(labels)); }
/* MOPGStringProperty::setUDMFProp * Load a list of possible choices from the given UDMF prop, if any *******************************************************************/ void MOPGStringProperty::setUDMFProp(UDMFProperty* prop) { MOPGProperty::setUDMFProp(prop); // If this is a soft enum (e.g. renderstyle can be "translucent" or "add", // but we don't want to enforce that strictly), use a combobox populated // with the possible values if (prop && prop->hasPossibleValues()) { const vector<Property> values = prop->getPossibleValues(); wxPGChoices choices = wxPGChoices(); for (unsigned n = 0; n < values.size(); n++) choices.Add(values[n].getStringValue()); SetChoices(choices); SetEditor(wxPGEditor_ComboBox); } //else // SetEditor(wxPGEditor_TextCtrl); }