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