 |
Crossfire Resources Editor
|
Go to the documentation of this file.
13 #ifndef ASSET_WITH_ARTIFACTS_H
14 #define ASSET_WITH_ARTIFACTS_H
67 std::vector<ArtifactWrapper *> artifacts;
71 for (
auto art : list->items) {
75 artifacts.push_back(wrap);
87 for (
auto art : artifacts) {
virtual int childrenCount() const override
Class managing all assets, tracking in which file they are, which are modified, and such.
AssetWithArtifacts(AssetWrapper *parent, const QString &panelName, T *item, ResourcesManager *resources)
void setSpecificItem(const object *item, bool notify)
virtual AssetWrapper * child(int child) override
const object * mySpecificItem
Base class for all assets that can be displayed or edited by CRE.
std::vector< ArtifactWrapper * > myArtifacts
ResourcesManager * myResources
void updateArtifacts(bool notify)
virtual int childIndex(AssetWrapper *child) override
void markModified(ChangeType change, int extra=0)
Represents an asset to which artifacts may be applied.
virtual ~AssetWithArtifacts()
Base class for assets mapping to a native Crossfire structure.