/* Copyright (C) 2015 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
class BrushShapeCtrl;
class BrushSizeCtrl;
class BrushStrengthCtrl;
#include
class Brush
{
friend class BrushShapeCtrl;
friend class BrushSizeCtrl;
friend class BrushStrengthCtrl;
public:
Brush();
~Brush();
static const float STRENGTH_MULTIPLIER;
int GetWidth() const;
int GetHeight() const;
std::vector GetData() const;
void SetCircle(int size);
void SetSquare(int size);
float GetStrength() const;
void SetStrength(float strength);
void CreateUI(wxWindow* parent, wxSizer* sizer);
// Set this brush to be active - sends SetBrush message now, and also
// whenever the brush is altered (until a different one is activated).
void MakeActive();
private:
// If active, send SetBrush message to the game
void Send();
enum BrushShape { CIRCLE = 0, SQUARE};
BrushShape m_Shape;
int m_Size;
float m_Strength;
bool m_IsActive;
};
extern Brush g_Brush_Elevation;
#endif // INCLUDED_BRUSHES