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// 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_H
# define R2_TOOL_H
# include "nel/misc/smart_ptr.h"
# include "nel/misc/array_2d.h"
//
# include "../interface_v3/interface_element.h"
# include "game_share/scenario_entry_points.h"
//
class CInterfaceManager ;
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namespace NLGUI
{
class CEventDescriptor ;
}
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class CLuaObject ;
class CGroupMap ;
namespace NLMISC
{
class CVector ;
}
namespace DMS
{
class CDynamicMapClient ;
}
namespace R2
{
extern const uint32 DEFAULT_ENTITY_MIN_OPACITY ;
struct IDisplayerUIHandle ;
class CEditor ;
class CInstance ;
class CDynamicMapClient ;
/** Base class for manipulation tools found in the R2 editor
* There ' s only one tool at a moment and mouse / keyboard events are routed to that tool
*
* \ author Nicolas Vizerie
* \ author Nevrax France
* \ date 5 / 2005
*/
class CTool : public CReflectableRefPtrTarget , public NLMISC : : IClassable
{
public :
class CWorldViewRay
{
public :
NLMISC : : CVector Origin ;
NLMISC : : CVector Dir ;
NLMISC : : CVector Right ;
NLMISC : : CVector Up ;
bool OnMiniMap ;
bool Valid ;
public :
CWorldViewRay ( )
{
Origin = NLMISC : : CVector : : Null ;
Dir = NLMISC : : CVector : : Null ;
Right = NLMISC : : CVector : : Null ;
Up = NLMISC : : CVector : : Null ;
OnMiniMap = false ;
Valid = false ;
}
} ;
//\TODO nico find a better place for this
enum TRayIntersectionType { NoIntersection , ValidPacsPos , InvalidPacsPos } ;
//
typedef NLMISC : : CSmartPtr < CTool > TSmartPtr ;
//
CTool ( ) ;
virtual ~ CTool ( ) { }
//
// Init parameters from script
virtual bool init ( const CLuaObject & /* parameters */ ) { return true ; }
/** Get this tool name in the ui. This name is used to identify the tool in the ui (used by the r2.ToolUI:setActiveToolUIByName function defined in r2ed_ui.lua)
* May return " " if there ' s no ui associated with that tool
*/
virtual const char * getToolUIName ( ) const = 0 ;
virtual bool isCreationTool ( ) const = 0 ;
virtual bool isPickTool ( ) const { return false ; }
//
// This update is called at each frame for the current tool just before rendering
virtual void updateBeforeRender ( ) { }
// This update is called at each frame for the current tool just after rendering
virtual void updateAfterRender ( ) = 0 ;
//////////////////////////
// EVENTS HANDLING //
//////////////////////////
/** Entry point for events handling.
* Methods where defined below for convenience for the most common events
* like ' onMouseLeftButtonDown ' or ' onMouseRightButtonUp ' .
* Default behaviour of this member function is to forward the event to these event handling methods .
*
* A deriver may handle events not listed below by redefining this method ,
* possibly calling its parent version for events he is not interested in .
*
* \ return true if the event has been handled by the tool
*/
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virtual bool handleEvent ( const NLGUI : : CEventDescriptor & eventDesc ) ;
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//
virtual void onFocusGained ( ) { } // the app window gained the focus (there's no 'focus lost' event here because it reset current tool, so 'CTooll::cancel' will be called instead)
// IMPORTANT : Reacting to this should be unnecessary, as lost focus reset the current tool,
// defaulting to the 'SelectMove' tool, that handle this event correctly.
virtual bool onMouseLeftButtonDown ( ) { return false ; }
virtual bool onMouseLeftButtonUp ( ) { releaseMouse ( ) ; return false ; }
virtual bool onMouseRightButtonDown ( ) { return false ; }
virtual bool onMouseRightButtonUp ( ) { return false ; }
virtual bool onMouseMove ( ) { return false ; }
// call when this tool is just being activated
virtual void onActivate ( ) { }
// special messages for shortcut keys
virtual bool onDeleteCmd ( ) { return false ; }
/**
* Unlike the other onMousexxx method , these are actually called AFTER the camera event handling
* has been done . Doing the same in onMouseRightButtonUp or onMouseRightButtonDown
* instead would require that the user test if mouse button was not released after a camera
* move ( in which case the click should not be handled of course )
*
* Usually the onMousexxxButtonUp are ususeful when working in pair with the associated ' mouse button down ' event .
* Such events usually provoke a mouse capture ( example : selectMoveTool )
*/
virtual bool onMouseLeftButtonClicked ( ) { return false ; }
/** NB : if the onMouseRightButtonClicked isn't handled by the tool then
* editor will show the context menu
*/
virtual bool onMouseRightButtonClicked ( ) ;
// Called by editor just before a new tool is made current
virtual void cancel ( ) = 0 ;
// when returning true -> ignore next click causing unselect
virtual bool getPreviousToolClickEndFlag ( bool /* clear */ = true ) { return false ; }
// double click handling :
// 'startDoubleClickCheck' should be called when the 'onMouseLeftButtonClicked' msg is handled
// then checkDoubleClick' should be call on any subsequent onMouseLeftButtonDown. If
// the result is true then double click should be handled
void startDoubleClickCheck ( ) ;
bool checkDoubleClick ( ) ;
// test if one of the 'shift' keys is down
static bool isShiftDown ( ) ;
// test if one of the 'ctrl' keys is down
static bool isCtrlDown ( ) ;
//////////////////////
// HELPER FUNCTIONS //
//////////////////////
/** check which instance is under the mouse, possibly fading player in / out
* \ param miniMapHandle if not NULL , pointer will be filled with the minimap ui element that is under the mouse
* \ return NULL if there ' s no instance under the mouse
*/
static CInstance * checkInstanceUnderMouse ( IDisplayerUIHandle * * miniMapHandle = NULL ) ;
// helper : handle mouse over instance: highlight them when mouse is over & change mouse cursor accordingly
static void handleMouseOverInstance ( const char * cursorDefault ,
const char * cursorOverUnselectedInstance ,
const char * cursorOverSelectedInstance ) ;
// handle player under cursor (fade in / fade out)
static void handleMouseOverPlayer ( bool over ) ;
/** Default right button down handling :
* If an entity is highlighted ,
* then select it and pop its menu
* \ return true if the event was handled
*/
bool defaultRightButtonDownHandling ( ) ;
/** Capture the mouse
* - The ui won ' t receive events from the mouse
* - Maintaining the left button down doesn ' t trigger camera rotation any more .
* Useful for tools such as ' select ' , ' move ' . . .
*/
static void captureMouse ( ) ;
static void releaseMouse ( ) ;
static bool isMouseCaptured ( ) ;
// shortcut to get the ui
static CInterfaceManager & getUI ( ) ;
// Get mouse position
static void getMousePos ( sint32 & x , sint32 & y ) ;
// Get mouse x position
static sint32 getMouseX ( ) ;
// Get mouse y position
static sint32 getMouseY ( ) ;
// Set the current mouse cursor
static void setMouseCursor ( const char * cursorTexture ) ;
static void setMouseCursor ( const std : : string & cursorTexture ) { setMouseCursor ( cursorTexture . c_str ( ) ) ; }
/** Compute a view vector (with its direction z set to 1) from coordinate of the mouse on screen
* If the mouse is on the island map , then a vector looking down from heights will be returned
*/
static void computeWorldViewRay ( sint32 posX , sint32 posY , CWorldViewRay & dest ) ;
// specific test for the world map
static TRayIntersectionType computeWorldMapIntersection ( float x , float y , NLMISC : : CVector & inter ) ;
// get current screen size
static void getScreenSize ( uint32 & scrW , uint32 & scrH ) ;
// get current screen width
static uint32 getScreenWidth ( ) ;
// get current screen height
static uint32 getScreenHeight ( ) ;
// see if a point is in screen
static bool isInScreen ( sint32 x , sint32 y ) ;
// test whether the mouse is over the user interface
static bool isMouseOnUI ( ) ;
// retriever ptr on world map in the ui
static CGroupMap * getWorldMap ( ) ;
// test whether the mouse is over the map
static CGroupMap * isMouseOnWorldMap ( ) ;
// test whether the mouse is over a container
static CGroupContainer * isMouseOnContainer ( ) ;
/** Compute collision of a segment with the landscape
* \ param inter If return type is different from ' NoIntersection ' , then ' inter ' is filled with the collision position
*/
static TRayIntersectionType computeLandscapeRayIntersection ( const CWorldViewRay & worldViewRay , NLMISC : : CVector & inter ) ;
// Get pacs type at the given position, with the given threshold.
static TRayIntersectionType getPacsType ( const NLMISC : : CVector & pos , float threshold , NLPACS : : UGlobalPosition & destPos ) ;
// set context help for the current tool
static void setContextHelp ( const ucstring & contextHelp ) ;
// shortcut to get the interface to the server
CDynamicMapClient & getDMC ( ) ;
/** handle world map auto-panning feature, should be called whenever auto-pan should be done
* dx & dy are filled with delta of the map for this frame
*/
void handleWorldMapAutoPan ( sint32 & dx , sint32 & dy ) ;
// lua exports
int luaIsPickTool ( CLuaState & ls ) ;
//
REFLECT_EXPORT_START ( R2 : : CTool , CReflectable )
REFLECT_LUA_METHOD ( " isPickTool " , luaIsPickTool ) ;
REFLECT_EXPORT_END
static NLMISC : : CRGBA getInvalidPosColor ( ) ;
/** For derivers : additionnal checking can be done on the pos to choose
* Pos must at least be a valid pacs pos
* Default will check with a radius of 0.5 meter
*/
static bool isValid2DPos ( const NLMISC : : CVector2f & pos ) ;
private :
sint64 _DoubleClickStartTime ;
sint32 _DoubleClickX ;
sint32 _DoubleClickY ;
uint64 _AutoPanLastHandlingFrame ;
sint64 _AutoPanDelay ;
sint64 _NumPans ;
static bool _MouseCaptured ;
private :
/** compute the nearest valid surface at a given position from the island heightmap
* ( heightmap must not be empty or an assertion is raised )
* \ return true if a valid surface was found
*/
static bool computeNearestValidSurfaceFromHeightMap ( float x , float y , NLMISC : : CVector & inter ) ;
// trace a ray though the scene, using precise camera collision first, island packed collisions then.
static bool raytrace ( const NLMISC : : CVector & segmentStart , const NLMISC : : CVector & dir , NLMISC : : CVector & inter ) ;
static bool isIslandValidPos ( const NLMISC : : CArray2D < sint16 > & heightMap , const CScenarioEntryPoints : : CCompleteIsland & islandDesc , float x , float y ) ;
} ;
} // R2
# endif