Esempio n. 1
0
/// Descend into the path specified by \p arr, and add a new child there.
/// Should be used only by Fl_Tree's internals.
/// Adds the item based on the value of prefs.sortorder().
///
Fl_Tree_Item *Fl_Tree_Item::add(const Fl_Tree_Prefs &prefs, char **arr) {
    int t = find_child(*arr);
    Fl_Tree_Item *item;
    if ( t == -1 ) {
        item = (Fl_Tree_Item*)add(prefs, *arr);
    } else {
        item = (Fl_Tree_Item*)child(t);
    }
    if ( *(arr+1) ) {		// descend?
        return(item->add(prefs, arr+1));
    } else {
        return(item);		// end? done
    }
}
Esempio n. 2
0
	void init_appendai_list() {
		std::shared_ptr<AppendAIPatch> aip =  std::dynamic_pointer_cast<AppendAIPatch>(mods->get("aip"));

		Fl_Tree* tree = new Fl_Tree(5, 70+40, 254, 70, "Hybrid Enemies Mod");
		if(!aip->valid()) {
			tree->deactivate();
			return;
		}

		Fl_Tree_Item* first = tree->first();
		first->label("Enemy AI");

		AppendAIPatch::entity_storage appended_ais = aip->appended_ai();
		int idx = 0;
		for(unsigned ai : appended_ais) {
			first->add(Fl_Tree_Prefs(), AppendAIPatch::FriendlyName(ai).c_str())->user_data(new int(idx));
			idx++;
		}

		new AddAIButton(150, 145+40, 35, 20, "Add");
		new RemoveAIButton(190, 145+40, 70, 20, "Remove");

		appended_ai_tree = tree;
	}