0ad/source/tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/Brushes.h
Ralph Sennhauser 32b9713781
Modernize Brush in Atlas
Use dynamic event bindings allowing to bind all events in all sort of
ways. Addionally no need for subclassing wx widgets.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-07-18 11:24:36 +02:00

69 lines
1.6 KiB
C++

/* Copyright (C) 2026 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 <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_BRUSHES
#define INCLUDED_BRUSHES
#include <vector>
class wxSizer;
class wxWindow;
class Brush
{
friend class BrushShapeCtrl;
friend class BrushSizeCtrl;
friend class BrushStrengthCtrl;
public:
enum class Shape { CIRCLE = 0, SQUARE};
Brush();
~Brush();
static const float STRENGTH_MULTIPLIER;
int GetWidth() const;
int GetHeight() const;
std::vector<float> GetData() const;
void SetShape(Shape shape);
int GetSize() const;
void SetSize(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();
Shape m_Shape;
int m_Size;
float m_Strength;
bool m_IsActive;
};
extern Brush g_Brush_Elevation;
#endif // INCLUDED_BRUSHES