Simplified tool window code.
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@@ -94,6 +94,7 @@ namespace CaveGame::ClientApp
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void OnRefresh(float elapsed) override;
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void OnMouseButtonDown(const ReWindow::MouseButtonDownEvent &ev) override;
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void OnMouseButtonUp(const ReWindow::MouseButtonUpEvent &ev) override;
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void OnMouseWheel(const ReWindow::MouseWheelEvent &ev) override;
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void OnKeyUp(const ReWindow::KeyUpEvent &ev) override;
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void OnKeyDown(const ReWindow::KeyDownEvent& ev) override;
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void OnMouseMove(const ReWindow::MouseMoveEvent &ev) override;
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@@ -115,8 +116,6 @@ namespace CaveGame::ClientApp
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float tool_radius = 8.f;
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float tool_percent = 100.f;
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void OnMouseWheel(const ReWindow::MouseWheelEvent &) override;
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void create_tool_window();
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};
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}
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@@ -503,10 +503,23 @@ namespace CaveGame::ClientApp
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}
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void CaveGameWindow::OnMouseWheel(const ReWindow::MouseWheelEvent &ev) {
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tool_radius -= ev.WheelMovement/2.f;
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// TODO: This is wrong and stupid, but it will work for now.
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// Have the **scene** get input priority, duh!!!
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if (current_scene) {
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if (InputService::IsKeyDown(Keys::LeftShift) && current_scene == game_ctx) {
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tool_radius -= ev.WheelMovement/2.f;
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tool_radius = Math::Max(tool_radius, 0.45f);
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tile_tool->SetBrushSize(tool_radius);
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} else
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current_scene->PassMouseWheel(ev.WheelMovement);
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}
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tool_radius = Math::Max(tool_radius, 0.45f);
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}
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void CaveGameWindow::Die() { wanna_die = true; }
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@@ -556,6 +569,7 @@ namespace CaveGame::ClientApp
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return Vector2(coords.x, coords.y);
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}
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}
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