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103 lines
3.5 KiB
C++
103 lines
3.5 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef R2_TOOL_MAINTAINED_ACTION_H
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#define R2_TOOL_MAINTAINED_ACTION_H
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#include "tool.h"
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#include "instance.h"
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namespace R2
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{
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/** This class contained common behaviour for tools that follow the following mechanism :
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* - when the left bouton if maintained, an action if performerd on highlighted instance
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* if the instance wasn't the selection then it becomes the selection
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* - when the right button is pushed down while an action is performed then the action
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* is canceled. The mouse is then captured until both right and left buttons are released
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* - when right button is pushed down outside of action then the context menu for current selected
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* instance is shown. If the mouse was over an highlighted instance that is not the selection then
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* it become the selection
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* - when right or left button are pushed then maintained and the mouse wasn't on an entity then
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* the camera handling begins.
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*/
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class CToolMaintainedAction : public CTool
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{
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public:
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public:
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enum TState { Idle, Action, ActionNotPossible, Canceling };
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CToolMaintainedAction();
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virtual ~CToolMaintainedAction();
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// when another tool finishes with a (double) click, it may switch to the default select move tool
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// so the last click may be interpreted as a click "in scene", which does an unselect.
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// Call this after switching to prevent this behavior
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void markPreviousToolClickEnd() { _PreviousToolClickEnd = true; }
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virtual bool getPreviousToolClickEndFlag(bool clear = true);
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protected:
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TState _State;
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protected:
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///////////////////////////
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// INTERFACE TO DERIVERS //
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///////////////////////////
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virtual void beginAction(CInstance &instance) = 0;
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virtual void cancelAction(CInstance &instance) = 0;
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virtual void commitAction(CInstance &instance) = 0;
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virtual void updateAction(CInstance &instance) = 0;
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virtual const char *getCursorForPossibleAction() const = 0;
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virtual const char *getDefaultCursor() const;
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virtual const char *getPickCursor() const;
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virtual bool isActionPossibleOn(const CInstance &instance) const = 0;
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////////////////
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// from CTool //
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////////////////
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virtual void onFocusGained();
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virtual bool onMouseMove();
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virtual bool onMouseLeftButtonDown();
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virtual bool onMouseRightButtonDown();
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virtual bool onMouseLeftButtonUp();
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virtual bool onMouseRightButtonUp();
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virtual bool onMouseLeftButtonClicked();
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virtual void updateBeforeRender();
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virtual void updateAfterRender();
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virtual void cancel();
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private:
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CInstance::TRefPtr _TargetInstance;
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bool _LeftButtonDown;
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bool _RightButtonDown;
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bool _PreviousToolClickEnd;
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bool _LostFocusRecover;
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private:
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void updateFocusedInstance();
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};
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} // R2
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#endif
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