/* Copyright (C) 2022 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 "Common/Tools.h" #include "Common/MiscState.h" #include "GameInterface/Messages.h" #include "ScenarioEditor/Sections/Environment/Environment.h" #include "ScenarioEditor/ScenarioEditor.h" using AtlasMessage::Position; class PickWaterHeight : public StateDrivenTool { DECLARE_DYNAMIC_CLASS(PickWaterHeight); public: PickWaterHeight() { SetState(&Waiting); } virtual void Init(void* initData, ScenarioEditor* scenarioEditor) { StateDrivenTool::Init(initData, scenarioEditor); wxASSERT(initData); Waiting.m_Sidebar = static_cast(initData); } struct sWaiting : public State { // Uses a workaround to notify the environment settings directly, because // we don't have any way to update them on the engine state change. EnvironmentSidebar* m_Sidebar = nullptr; bool OnMouse(PickWaterHeight* WXUNUSED(obj), wxMouseEvent& evt) { if (evt.LeftDown() && m_Sidebar) { POST_COMMAND(PickWaterHeight, (evt.GetPosition())); m_Sidebar->UpdateEnvironmentSettings(); return true; } return false; } } Waiting; }; IMPLEMENT_DYNAMIC_CLASS(PickWaterHeight, StateDrivenTool);