StateWidth_Context::StateWidth_Context(CanvasView* canvas_view):
canvas_view_(canvas_view),
is_working(*canvas_view),
- prev_workarea_layer_clicking(get_work_area()->allow_layer_clicks),
- prev_workarea_duck_clicking(get_work_area()->allow_duck_clicks),
+ prev_workarea_layer_clicking(get_work_area()->get_allow_layer_clicks()),
+ prev_workarea_duck_clicking(get_work_area()->get_allow_duck_clicks()),
old_duckmask(get_work_area()->get_type_mask()),
settings(synfigapp::Main::get_selected_input_device()->settings()),
App::dialog_tool_options->present();
// Turn off layer clicking
- get_work_area()->allow_layer_clicks=false;
+ get_work_area()->set_allow_layer_clicks(false);
// clear out the ducks
//get_work_area()->clear_ducks();
}
//Disable duck clicking for the maximum coolness :)
- get_work_area()->allow_duck_clicks = false;
+ get_work_area()->set_allow_duck_clicks(false);
get_work_area()->set_type_mask((Duck::Type)((int)Duck::TYPE_WIDTH + (int)Duck::TYPE_RADIUS));
// Turn the mouse pointer to crosshairs
}
Smach::event_result
-StateWidth_Context::event_refresh_tool_options(const Smach::event& x)
+StateWidth_Context::event_refresh_tool_options(const Smach::event& /*x*/)
{
refresh_tool_options();
return Smach::RESULT_ACCEPT;
}
// Restore Duck clicking
- get_work_area()->allow_duck_clicks = prev_workarea_duck_clicking;
+ get_work_area()->set_allow_duck_clicks(prev_workarea_duck_clicking);
// Restore layer clicking
- get_work_area()->allow_layer_clicks = prev_workarea_layer_clicking;
+ get_work_area()->set_allow_layer_clicks(prev_workarea_layer_clicking);
// Restore the mouse pointer
get_work_area()->reset_cursor();
}
Smach::event_result
-StateWidth_Context::event_stop_handler(const Smach::event& x)
+StateWidth_Context::event_stop_handler(const Smach::event& /*x*/)
{
throw Smach::egress_exception();
}
Smach::event_result
-StateWidth_Context::event_refresh_handler(const Smach::event& x)
+StateWidth_Context::event_refresh_handler(const Smach::event& /*x*/)
{
refresh_ducks();
return Smach::RESULT_ACCEPT;
{
const EventMouse& event(*reinterpret_cast<const EventMouse*>(&x));
- //handle ze click
+ //handle the click
if( (event.key == EVENT_WORKAREA_MOUSE_BUTTON_DOWN || event.key == EVENT_WORKAREA_MOUSE_BUTTON_DRAG)
&& event.button == BUTTON_LEFT )
{