#include "stdafx.h" #include "Common/Tools.h" #include "Common/Brushes.h" #include "Common/MiscState.h" #include "GameInterface/Messages.h" using AtlasMessage::Position; class PaintTerrain : public StateDrivenTool { DECLARE_DYNAMIC_CLASS(PaintTerrain); Position m_Pos; public: PaintTerrain() { SetState(&Waiting); } void OnEnable() { // TODO: multiple independent brushes? g_Brush_Elevation.MakeActive(); } void OnDisable() { POST_MESSAGE(BrushPreview, (false, Position())); } struct sWaiting : public State { bool OnMouse(PaintTerrain* obj, wxMouseEvent& evt) { if (evt.LeftDown()) { obj->m_Pos = Position(evt.GetPosition()); SET_STATE(PaintingHigh); return true; } else if (evt.RightDown()) { obj->m_Pos = Position(evt.GetPosition()); SET_STATE(PaintingLow); return true; } else if (evt.Moving()) { POST_MESSAGE(BrushPreview, (true, Position(evt.GetPosition()))); return true; } else { return false; } } } Waiting; struct sPainting_common : public State { void OnEnter(PaintTerrain* obj) { Paint(obj); } void OnLeave(PaintTerrain*) { ScenarioEditor::GetCommandProc().FinaliseLastCommand(); } bool OnMouse(PaintTerrain* obj, wxMouseEvent& evt) { if (IsMouseUp(evt)) { SET_STATE(Waiting); return true; } else if (evt.Dragging()) { wxPoint pos = evt.GetPosition(); obj->m_Pos = Position(pos); Paint(obj); return true; } else { return false; } } void Paint(PaintTerrain* obj) { POST_MESSAGE(BrushPreview, (true, obj->m_Pos)); POST_COMMAND(PaintTerrain, (obj->m_Pos, g_SelectedTexture.c_str(), GetPriority())); } virtual bool IsMouseUp(wxMouseEvent& evt) = 0; virtual int GetPriority() = 0; }; struct sPaintingHigh : public sPainting_common { bool IsMouseUp(wxMouseEvent& evt) { return evt.LeftUp(); } int GetPriority() { return AtlasMessage::ePaintTerrainPriority::HIGH; } } PaintingHigh; struct sPaintingLow : public sPainting_common { bool IsMouseUp(wxMouseEvent& evt) { return evt.RightUp(); } int GetPriority() { return AtlasMessage::ePaintTerrainPriority::LOW; } } PaintingLow; }; IMPLEMENT_DYNAMIC_CLASS(PaintTerrain, StateDrivenTool);