#include <ETL/clock>
+#include "general.h"
+
#endif
/* === U S I N G =========================================================== */
void save_settings();
void reset();
-}; // END of class StateGradient_Context
+}; // END of class StateWidth_Context
/* === M E T H O D S ======================================================= */
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
}
// 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();
{
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 )
{