DarkflameServer/dGame/dPropertyBehaviors/ControlBehaviorMessages/AddStripMessage.h
David Markowitz d138b7b878
Make ControlBehavior messages far more modular (#991)
* Make case consistent

* How modular can you go?

Holy modular

* Add comments

* Initialize values
2023-02-16 11:30:33 -06:00

32 lines
922 B
C++

#ifndef __ADDSTRIPMESSAGE__H__
#define __ADDSTRIPMESSAGE__H__
#include "ActionContext.h"
#include "BehaviorMessageBase.h"
#include "StripUiPosition.h"
#include <vector>
class Action;
class AMFArrayValue;
/**
* @brief Sent in 2 contexts:
* A player adds an Action A from their toolbox without attaching it to an existing Strip. In this case, only 1 action is sent.
* A player moves a Strip from BehaviorState A directly to BehaviorState B. In this case, a list of actions are sent.
*
*/
class AddStripMessage : public BehaviorMessageBase {
public:
AddStripMessage(AMFArrayValue* arguments);
StripUiPosition GetPosition() { return position; };
ActionContext GetActionContext() { return actionContext; };
std::vector<Action> GetActionsToAdd() { return actionsToAdd; };
private:
StripUiPosition position;
ActionContext actionContext;
std::vector<Action> actionsToAdd;
};
#endif //!__ADDSTRIPMESSAGE__H__