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64 lines
2.1 KiB
C++
64 lines
2.1 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_SELECT_ROTATE_H
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#define R2_TOOL_SELECT_ROTATE_H
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#include "tool_maintained_action.h"
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namespace R2
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{
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/**
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* Tool to select an element in the scene
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* If the left button is maintained down, then the selected element is moved
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*/
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class CToolSelectRotate : public CToolMaintainedAction
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{
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public:
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NLMISC_DECLARE_CLASS(R2::CToolSelectRotate);
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CToolSelectRotate();
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// from CTool
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virtual const char *getToolUIName() const { return "selectRotate"; }
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virtual bool isCreationTool() const { return false; }
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virtual bool isActionPossibleOn(const CInstance &instance) const;
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protected:
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// from CToolMaintainedAction
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virtual bool onMouseLeftButtonDown();
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virtual void beginAction(CInstance &instance);
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virtual void cancelAction(CInstance &instance);
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virtual void commitAction(CInstance &instance);
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virtual void updateAction(CInstance &instance);
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virtual const char *getCursorForPossibleAction() const { return "r2ed_tool_can_rotate.tga"; }
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private:
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float _StartAngle;
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sint32 _MouseStartX;
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private:
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void setRotateInProgress(bool rotateInProgress, CInstance &instance);
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// get orientation of an entity (in radians)
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static float getEntityAngle(CEntityCL &entity);
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// set orientation of an entity (in radians)
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static void setEntityAngle(CEntityCL &entity, CInstance &instance, float angle);
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};
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} // R2
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#endif
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