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feat(editor): the signalling, the hectometre posts and the terrain go to layers of their own: <scenery>_srk.scm, _hektometry.scm, _teren.scm, made by the first of them and included by the scenario file, the active layer left as it is; the station descriptions of the signalling there too
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@@ -294,8 +294,8 @@ class node_layers
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void mark(layer_handle Layer, std::string const &Mark, std::vector<std::string> Lines);
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// layer management. changes are applied to the scenery files by save()
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// creates empty layer, included from specified one. returns: handle to the new layer, or null_handle with the explanation in Reason
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layer_handle create(std::string Name, layer_handle Parent, std::string &Reason);
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// creates empty layer, included from specified one, made active unless told otherwise. returns: handle to the new layer, or null_handle with the explanation in Reason
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layer_handle create(std::string Name, layer_handle Parent, std::string &Reason, bool const Activate = true);
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bool can_remove(layer_handle Layer, std::string &Reason) const;
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// marks specified layer and the layers it includes as dropped from the scenery. their files are left on the disk
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bool remove(layer_handle Layer);
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@@ -348,8 +348,8 @@ class node_layers
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// writes changes made in the editor to the scenery files: changed, created and deleted model instances and
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// memory cells, and layer changes. the files are left intact unless the whole operation can be performed.
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// Rootstatements: additional statements to place at the end of the scenario file
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save_result save(std::vector<std::string> const &Rootstatements = {}, std::vector<std::string> const &Trailingstatements = {});
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// Rootstatements: additional statements to place at the end of the scenario file; Statements: the same for other layers
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save_result save(std::vector<std::string> const &Rootstatements = {}, std::vector<std::string> const &Trailingstatements = {}, std::map<layer_handle, std::vector<std::string>> const &Statements = {});
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std::string check_sources() const;
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private:
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