khanat-code-old/code/ryzom/client/src/r2/tool_maintained_action.h

104 lines
3.5 KiB
C
Raw Normal View History

2010-05-06 00:08:41 +00:00
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef R2_TOOL_MAINTAINED_ACTION_H
#define R2_TOOL_MAINTAINED_ACTION_H
#include "tool.h"
#include "instance.h"
namespace R2
{
/** This class contained common behaviour for tools that follow the following mechanism :
* - when the left bouton if maintained, an action if performerd on highlighted instance
* if the instance wasn't the selection then it becomes the selection
* - when the right button is pushed down while an action is performed then the action
* is canceled. The mouse is then captured until both right and left buttons are released
* - when right button is pushed down outside of action then the context menu for current selected
* instance is shown. If the mouse was over an highlighted instance that is not the selection then
* it become the selection
* - when right or left button are pushed then maintained and the mouse wasn't on an entity then
* the camera handling begins.
*/
class CToolMaintainedAction : public CTool
{
public:
public:
enum TState { Idle, Action, ActionNotPossible, Canceling };
CToolMaintainedAction();
virtual ~CToolMaintainedAction();
// when another tool finishes with a (double) click, it may switch to the default select move tool
// so the last click may be interpreted as a click "in scene", which does an unselect.
// Call this after switching to prevent this behavior
void markPreviousToolClickEnd() { _PreviousToolClickEnd = true; }
virtual bool getPreviousToolClickEndFlag(bool clear = true);
protected:
TState _State;
protected:
///////////////////////////
// INTERFACE TO DERIVERS //
///////////////////////////
virtual void beginAction(CInstance &instance) = 0;
virtual void cancelAction(CInstance &instance) = 0;
virtual void commitAction(CInstance &instance) = 0;
virtual void updateAction(CInstance &instance) = 0;
virtual const char *getCursorForPossibleAction() const = 0;
virtual const char *getDefaultCursor() const;
virtual const char *getPickCursor() const;
virtual bool isActionPossibleOn(const CInstance &instance) const = 0;
////////////////
// from CTool //
////////////////
virtual void onFocusGained();
virtual bool onMouseMove();
virtual bool onMouseLeftButtonDown();
virtual bool onMouseRightButtonDown();
virtual bool onMouseLeftButtonUp();
virtual bool onMouseRightButtonUp();
virtual bool onMouseLeftButtonClicked();
virtual void updateBeforeRender();
virtual void updateAfterRender();
virtual void cancel();
private:
CInstance::TRefPtr _TargetInstance;
bool _LeftButtonDown;
bool _RightButtonDown;
bool _PreviousToolClickEnd;
bool _LostFocusRecover;
private:
void updateFocusedInstance();
};
} // R2
#endif