0ad/source/tools/atlas/AtlasUI/ScenarioEditor/Tools/FillTerrain.cpp
Ralph Sennhauser e22c5bd05e
Fix some includes in atlas
Make include-what-you-use happy with some files in source/tools/atlas
and fix what needs to be fixed.

Update premake script to include missing deps and drop various extra
paths for simplification.

Don't always include wx/wx.h via precompiled.h in case PCH is disabled.

Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-08-21 14:18:38 +02:00

86 lines
2.2 KiB
C++

/* Copyright (C) 2025 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/>.
*/
#include "precompiled.h"
#include "tools/atlas/AtlasUI/General/Observable.h"
#include "tools/atlas/AtlasUI/ScenarioEditor/ScenarioEditor.h"
#include "tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/Brushes.h"
#include "tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/MiscState.h"
#include "tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/Tools.h"
#include "tools/atlas/GameInterface/MessagePasser.h"
#include "tools/atlas/GameInterface/Messages.h"
#include "tools/atlas/GameInterface/SharedTypes.h"
#include <string>
#include <wx/defs.h>
#include <wx/event.h>
#include <wx/object.h>
#include <wx/string.h>
using AtlasMessage::Position;
class FillTerrain : public StateDrivenTool<FillTerrain>
{
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<FillTerrain>);