/* Copyright (C) 2011 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 . */ #include "precompiled.h" #include "ScenarioEditor/ScenarioEditor.h" #include "Common/Tools.h" #include "Common/Brushes.h" #include "Common/MiscState.h" #include "GameInterface/Messages.h" using AtlasMessage::Position; class FillTerrain : public StateDrivenTool { DECLARE_DYNAMIC_CLASS(FillTerrain); Position m_Pos; Brush m_Brush; public: FillTerrain() { m_Brush.SetSquare(2); SetState(&Waiting); } void OnEnable() { m_Brush.MakeActive(); } void OnDisable() { POST_MESSAGE(BrushPreview, (false, Position())); } struct sWaiting : public State { bool OnMouse(FillTerrain* WXUNUSED(obj), wxMouseEvent& evt) { if (evt.LeftDown()) { Position pos(evt.GetPosition()); POST_MESSAGE(BrushPreview, (true, pos)); POST_COMMAND(FillTerrain, (pos, (std::wstring)g_SelectedTexture.wc_str())); return true; } else if (evt.Moving()) { POST_MESSAGE(BrushPreview, (true, Position(evt.GetPosition()))); return true; } else { return false; } } } Waiting; }; IMPLEMENT_DYNAMIC_CLASS(FillTerrain, StateDrivenTool);