/* Copyright (C) 2015 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #ifndef INCLUDED_BRUSHES #define INCLUDED_BRUSHES class BrushShapeCtrl; class BrushSizeCtrl; class BrushStrengthCtrl; #include class Brush { friend class BrushShapeCtrl; friend class BrushSizeCtrl; friend class BrushStrengthCtrl; public: Brush(); ~Brush(); static const float STRENGTH_MULTIPLIER; int GetWidth() const; int GetHeight() const; std::vector GetData() const; void SetCircle(int size); void SetSquare(int size); float GetStrength() const; void SetStrength(float strength); void CreateUI(wxWindow* parent, wxSizer* sizer); // Set this brush to be active - sends SetBrush message now, and also // whenever the brush is altered (until a different one is activated). void MakeActive(); private: // If active, send SetBrush message to the game void Send(); enum BrushShape { CIRCLE = 0, SQUARE}; BrushShape m_Shape; int m_Size; float m_Strength; bool m_IsActive; }; extern Brush g_Brush_Elevation; #endif // INCLUDED_BRUSHES