This was SVN commit r10031.
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/* Copyright (C) 2011 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ScenarioEditor/ScenarioEditor.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 FillTerrain : public StateDrivenTool<FillTerrain>
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{
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DECLARE_DYNAMIC_CLASS(FillTerrain);
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Position m_Pos;
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Brush m_Brush;
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public:
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FillTerrain()
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{
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m_Brush.SetSquare(2);
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SetState(&Waiting);
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}
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void OnEnable()
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{
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m_Brush.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(FillTerrain* WXUNUSED(obj), wxMouseEvent& evt)
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{
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if (evt.LeftDown())
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{
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Position pos(evt.GetPosition());
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POST_MESSAGE(BrushPreview, (true, pos));
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POST_COMMAND(FillTerrain, (pos, g_SelectedTexture.c_str()));
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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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};
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IMPLEMENT_DYNAMIC_CLASS(FillTerrain, StateDrivenTool<FillTerrain>);
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