/* Copyright (C) 2009 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 . */ #ifndef INCLUDED_BRUSHES #define INCLUDED_BRUSHES #include "maths/Vector3D.h" class TerrainOverlay; namespace AtlasMessage { struct Brush { Brush(); ~Brush(); void SetData(ssize_t w, ssize_t h, const std::vector& data); void SetRenderEnabled(bool enabled); // initial state is disabled void GetCentre(ssize_t& x, ssize_t& y) const; void GetBottomLeft(ssize_t& x, ssize_t& y) const; void GetTopRight(ssize_t& x, ssize_t& y) const; float Get(ssize_t x, ssize_t y) const { debug_assert(x >= 0 && x < m_W && y >= 0 && y < m_H); return m_Data[x + y*m_W]; } ssize_t m_W, m_H; CVector3D m_Centre; private: TerrainOverlay* m_TerrainOverlay; // NULL if rendering is not enabled std::vector m_Data; }; extern Brush g_CurrentBrush; } #endif // INCLUDED_BRUSHES