forked from 0ad/0ad
100 lines
2.2 KiB
C++
Executable File
100 lines
2.2 KiB
C++
Executable File
#include "precompiled.h"
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#include "PaintTextureCommand.h"
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#include "ui/UIGlobals.h"
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#include "MiniMap.h"
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#include "textureEntry.h"
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#include "Terrain.h"
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extern CTerrain g_Terrain;
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inline int clamp(int x,int min,int max)
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{
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if (x<min) return min;
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else if (x>max) return max;
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else return x;
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}
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CPaintTextureCommand::CPaintTextureCommand(CTextureEntry* tex,int brushSize,int selectionCentre[2])
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{
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m_Texture=tex;
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m_BrushSize=brushSize;
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m_SelectionCentre[0]=selectionCentre[0];
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m_SelectionCentre[1]=selectionCentre[1];
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}
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CPaintTextureCommand::~CPaintTextureCommand()
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{
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}
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void CPaintTextureCommand::Execute()
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{
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int r=m_BrushSize;
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u32 patchesPerSide=g_Terrain.GetPatchesPerSide();
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u32 mapSize=g_Terrain.GetVerticesPerSide();
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// get range of tiles affected by brush
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int x0=clamp(m_SelectionCentre[0]-r,0,mapSize-1);
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int x1=clamp(m_SelectionCentre[0]+r+1,0,mapSize-1);
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int z0=clamp(m_SelectionCentre[1]-r,0,mapSize-1);
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int z1=clamp(m_SelectionCentre[1]+r+1,0,mapSize-1);
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// iterate through tiles affected by brush
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for (int j=m_SelectionCentre[1]-r;j<=m_SelectionCentre[1]+r;j++) {
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for (int i=m_SelectionCentre[0]-r;i<=m_SelectionCentre[0]+r;i++) {
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// try and get minipatch, if there is one
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CMiniPatch* nmp=g_Terrain.GetTile(i,j);
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if (nmp) {
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nmp->Tex1=m_Texture ? m_Texture->GetHandle() : 0;
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nmp->Tex1Priority=m_Texture ? ((int) m_Texture->GetType()) : 0;
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}
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}
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}
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// invalidate affected patches
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int px0=clamp(-1+(x0/PATCH_SIZE),0,patchesPerSide);
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int px1=clamp(1+(x1/PATCH_SIZE),0,patchesPerSide);
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int pz0=clamp(-1+(z0/PATCH_SIZE),0,patchesPerSide);
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int pz1=clamp(1+(z1/PATCH_SIZE),0,patchesPerSide);
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for (j=pz0;j<pz1;j++) {
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for (int i=px0;i<px1;i++) {
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CPatch* patch=g_Terrain.GetPatch(i,j);
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patch->SetDirty(RENDERDATA_UPDATE_INDICES);
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}
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}
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// rebuild this bit of the minimap
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int w=1+2*m_BrushSize;
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int x=m_SelectionCentre[0]-m_BrushSize;
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if (x<0) {
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w+=x;
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x=0;
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}
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int h=1+2*m_BrushSize;
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int y=m_SelectionCentre[1]-m_BrushSize;
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if (y<0) {
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h+=y;
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y=0;
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}
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g_MiniMap.Rebuild(x,y,w,h);
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}
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void CPaintTextureCommand::Undo()
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{
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ApplyDataToSelection(m_DataIn);
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}
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void CPaintTextureCommand::Redo()
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{
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ApplyDataToSelection(m_DataOut);
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}
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void CPaintTextureCommand::ApplyDataToSelection(const CArray2D<TextureSet>& data)
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{
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}
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