remove pointQueue, replace with something that works properly
No longer draws a single point by itself at the start, and draws a final line to the point where the mouse is released
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16781bcb8e
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6ae3593465
@ -450,48 +450,28 @@ void GameController::DrawFill(int toolSelection, ui::Point point)
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activeTool->DrawFill(sim, cBrush, point);
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}
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void GameController::DrawPoints(int toolSelection, queue<ui::Point> & pointQueue)
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void GameController::DrawPoints(int toolSelection, ui::Point oldPos, ui::Point newPos, bool held)
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{
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Simulation * sim = gameModel->GetSimulation();
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Tool * activeTool = gameModel->GetActiveTool(toolSelection);
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gameModel->SetLastTool(activeTool);
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Brush * cBrush = gameModel->GetBrush();
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if(!activeTool || !cBrush)
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if (!activeTool || !cBrush)
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{
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if(!pointQueue.empty())
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{
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while(!pointQueue.empty())
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{
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pointQueue.pop();
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}
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}
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return;
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}
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activeTool->SetStrength(gameModel->GetToolStrength());
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if(!pointQueue.empty())
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if (!held)
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{
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ui::Point sPoint(0, 0);
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int size = pointQueue.size();
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bool first = true;
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while(!pointQueue.empty())
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{
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ui::Point fPoint = pointQueue.front();
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pointQueue.pop();
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if(size > 1)
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{
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if (!first)
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{
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activeTool->DrawLine(sim, cBrush, sPoint, fPoint, true);
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}
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first = false;
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}
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else
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{
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activeTool->Draw(sim, cBrush, fPoint);
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}
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sPoint = fPoint;
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}
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activeTool->Draw(sim, cBrush, newPos);
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gameModel->Log("Initial mouse coord at "+ format::NumberToString<int>(newPos.X) + " " + format::NumberToString<int>(newPos.Y), true);
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}
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else
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{
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gameModel->Log("Previous mouse coord at "+ format::NumberToString<int>(oldPos.X) + " " + format::NumberToString<int>(oldPos.Y), true);
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gameModel->Log("Current mouse coord at "+ format::NumberToString<int>(newPos.X) + " " + format::NumberToString<int>(newPos.Y), true);
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activeTool->DrawLine(sim, cBrush, oldPos, newPos, true);
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}
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}
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@ -83,7 +83,7 @@ public:
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void SetBrushSize(ui::Point newSize);
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void AdjustZoomSize(int direction, bool logarithmic = false);
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void ToolClick(int toolSelection, ui::Point point);
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void DrawPoints(int toolSelection, queue<ui::Point> & pointQueue);
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void DrawPoints(int toolSelection, ui::Point oldPos, ui::Point newPos, bool held);
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void DrawRect(int toolSelection, ui::Point point1, ui::Point point2);
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void DrawLine(int toolSelection, ui::Point point1, ui::Point point2);
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void DrawFill(int toolSelection, ui::Point point);
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@ -150,6 +150,7 @@ public:
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GameView::GameView():
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ui::Window(ui::Point(0, 0), ui::Point(WINDOWW, WINDOWH)),
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isMouseDown(false),
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isMouseHeld(false),
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zoomEnabled(false),
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zoomCursorFixed(false),
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mouseInZoom(false),
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@ -183,7 +184,8 @@ GameView::GameView():
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recording(false),
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screenshotIndex(0),
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recordingIndex(0),
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pointQueue(queue<ui::Point>()),
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currentPoint(ui::Point(0, 0)),
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lastPoint(ui::Point(0, 0)),
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ren(NULL),
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activeBrush(NULL),
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saveSimulationButtonEnabled(false),
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@ -1064,19 +1066,19 @@ void GameView::OnMouseMove(int x, int y, int dx, int dy)
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if (selectPoint1.X != -1)
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selectPoint2 = c->PointTranslate(ui::Point(x, y));
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}
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else if (isMouseDown)
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else if (isMouseDown || isMouseHeld)
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{
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if (newMouseInZoom == mouseInZoom)
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{
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if (drawMode == DrawPoints)
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{
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pointQueue.push(ui::Point(c->PointTranslate(ui::Point(x-dx, y-dy))));
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pointQueue.push(ui::Point(c->PointTranslate(ui::Point(x, y))));
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currentPoint = mousePosition;
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}
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}
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else if (drawMode == DrawPoints || drawMode == DrawFill)
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{
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isMouseDown = false;
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isMouseHeld = false;
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c->MouseUp(x, y, 0, 2);
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}
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}
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@ -1107,15 +1109,15 @@ void GameView::OnMouseDown(int x, int y, unsigned button)
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if (button == BUTTON_MIDDLE)
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toolIndex = 2;
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isMouseDown = true;
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if (!pointQueue.size())
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c->HistorySnapshot();
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c->HistorySnapshot();
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if (drawMode == DrawRect || drawMode == DrawLine)
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{
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drawPoint1 = c->PointTranslate(ui::Point(x, y));
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}
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if (drawMode == DrawPoints)
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{
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pointQueue.push(ui::Point(c->PointTranslate(ui::Point(x, y))));
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lastPoint = currentPoint = c->PointTranslate(ui::Point(x, y));
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c->DrawPoints(toolIndex, lastPoint, currentPoint, false);
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}
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}
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}
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@ -1128,6 +1130,7 @@ void GameView::OnMouseUp(int x, int y, unsigned button)
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zoomCursorFixed = true;
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drawMode = DrawPoints;
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isMouseDown = false;
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isMouseHeld = false;
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}
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else
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{
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@ -1392,7 +1395,10 @@ void GameView::OnKeyPress(int key, Uint16 character, bool shift, bool ctrl, bool
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else
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{
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if (drawMode != DrawLine && !windTool)
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{
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isMouseDown = false;
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isMouseHeld = false;
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}
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zoomCursorFixed = false;
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c->SetZoomEnabled(true);
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}
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@ -1528,6 +1534,7 @@ void GameView::OnKeyPress(int key, Uint16 character, bool shift, bool ctrl, bool
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c->LoadStamp(Client::Ref().GetStamp(stampList[0])->GetGameSave());
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selectPoint1 = selectPoint2 = mousePosition;
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isMouseDown = false;
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isMouseHeld = false;
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break;
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}
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}
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@ -1616,28 +1623,32 @@ void GameView::OnBlur()
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disableCtrlBehaviour();
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disableShiftBehaviour();
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isMouseDown = false;
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isMouseHeld = false;
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drawMode = DrawPoints;
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c->MouseUp(0, 0, 0, 1); // tell lua that mouse is up (even if it really isn't)
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}
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void GameView::OnTick(float dt)
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{
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if(selectMode==PlaceSave && !placeSaveThumb)
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if (selectMode==PlaceSave && !placeSaveThumb)
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selectMode = SelectNone;
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if(zoomEnabled && !zoomCursorFixed)
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if (zoomEnabled && !zoomCursorFixed)
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c->SetZoomPosition(currentMouse);
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if(drawMode == DrawPoints)
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if (drawMode == DrawPoints)
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{
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if(isMouseDown && pointQueue.empty())
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if (isMouseDown)
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{
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pointQueue.push(ui::Point(c->PointTranslate(currentMouse)));
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c->DrawPoints(toolIndex, lastPoint, currentPoint, true);
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lastPoint = currentPoint;
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isMouseHeld = true;
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}
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if(!pointQueue.empty())
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else if (isMouseHeld)
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{
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c->DrawPoints(toolIndex, pointQueue);
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c->DrawPoints(toolIndex, lastPoint, currentPoint, true);
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isMouseHeld = false;
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}
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}
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else if(drawMode == DrawFill && isMouseDown)
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else if (drawMode == DrawFill && isMouseDown)
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{
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c->DrawFill(toolIndex, c->PointTranslate(currentMouse));
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}
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@ -1805,9 +1816,8 @@ void GameView::DoTick(float dt)
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if (!c->MouseTick())
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{
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isMouseDown = false;
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isMouseHeld = false;
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drawMode = DrawPoints;
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while (!pointQueue.empty())
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pointQueue.pop();
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}
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Window::DoTick(dt);
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}
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@ -34,6 +34,7 @@ class GameView: public ui::Window
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{
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private:
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bool isMouseDown;
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bool isMouseHeld; // same as isMouseDown but with a frame of lag (to do lines / ending point properly)
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bool zoomEnabled;
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bool zoomCursorFixed;
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bool mouseInZoom;
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@ -68,7 +69,7 @@ private:
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int screenshotIndex;
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int recordingIndex;
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queue<ui::Point> pointQueue;
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ui::Point currentPoint, lastPoint;
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GameController * c;
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Renderer * ren;
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Brush * activeBrush;
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