/* 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);