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Engine directory for ticket #1
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720
Engine/source/gui/worldEditor/guiMissionArea.cpp
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Engine/source/gui/worldEditor/guiMissionArea.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "gui/worldEditor/guiMissionArea.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gfx/primBuilder.h"
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#include "gfx/bitmap/gBitmap.h"
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#include "gui/3d/guiTSControl.h"
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#include "T3D/gameFunctions.h"
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#include "terrain/terrData.h"
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namespace {
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F32 round_local(F32 val)
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{
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if(val >= 0.f)
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{
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F32 floor = mFloor(val);
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if((val - floor) >= 0.5f)
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return(floor + 1.f);
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return(floor);
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}
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else
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{
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F32 ceil = mCeil(val);
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if((val - ceil) <= -0.5f)
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return(ceil - 1.f);
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return(ceil);
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}
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}
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}
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IMPLEMENT_CONOBJECT(GuiMissionAreaCtrl);
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ConsoleDocClass( GuiMissionAreaCtrl,
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"@brief Visual representation of Mission Area Editor.\n\n"
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"@internal"
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);
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GuiMissionAreaCtrl::GuiMissionAreaCtrl()
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{
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mHandleBitmap = StringTable->EmptyString();
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mHandleTexture = NULL;
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mHandleTextureSize = Point2I::Zero;
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mHandleTextureHalfSize = Point2F::Zero;
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mSquareBitmap = true;
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mMissionArea = 0;
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mTerrainBlock = 0;
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mMissionBoundsColor.set(255,0,0);
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mCameraColor.set(255,0,0);
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mBlendStateBlock = NULL;
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mSolidStateBlock = NULL;
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mLastHitMode = Handle_None;
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mSavedDrag = false;
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}
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GuiMissionAreaCtrl::~GuiMissionAreaCtrl()
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{
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}
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//------------------------------------------------------------------------------
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void GuiMissionAreaCtrl::initPersistFields()
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{
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addField( "squareBitmap", TypeBool, Offset(mSquareBitmap, GuiMissionAreaCtrl));
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addField( "handleBitmap", TypeFilename, Offset( mHandleBitmap, GuiMissionAreaCtrl ),
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"Bitmap file for the mission area handles.\n");
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addField( "missionBoundsColor", TypeColorI, Offset(mMissionBoundsColor, GuiMissionAreaCtrl));
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addField( "cameraColor", TypeColorI, Offset(mCameraColor, GuiMissionAreaCtrl));
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Parent::initPersistFields();
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}
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//------------------------------------------------------------------------------
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bool GuiMissionAreaCtrl::onAdd()
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{
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if(!Parent::onAdd())
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return(false);
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GFXStateBlockDesc desc;
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desc.setCullMode(GFXCullNone);
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desc.setZReadWrite(false);
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desc.setBlend(false, GFXBlendOne, GFXBlendZero);
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mSolidStateBlock = GFX->createStateBlock( desc );
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desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
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mBlendStateBlock = GFX->createStateBlock( desc );
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if (*mHandleBitmap)
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{
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mHandleTexture = GFXTexHandle( mHandleBitmap, &GFXDefaultPersistentProfile, avar("%s() - mHandleTexture (line %d)", __FUNCTION__, __LINE__) );
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mHandleTextureSize = Point2I( mHandleTexture->getWidth(), mHandleTexture->getHeight() );
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mHandleTextureHalfSize = Point2F(mHandleTextureSize.x, mHandleTextureSize.y) * 0.5f;
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}
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else
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{
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mHandleTexture = NULL;
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mHandleTextureSize = Point2I::Zero;
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mHandleTextureHalfSize = Point2F::Zero;
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}
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return(true);
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}
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bool GuiMissionAreaCtrl::onWake()
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{
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if(!Parent::onWake())
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return(false);
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//mMissionArea = const_cast<MissionArea*>(MissionArea::getServerObject());
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//if(!bool(mMissionArea))
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// Con::warnf(ConsoleLogEntry::General, "GuiMissionAreaCtrl::onWake: no MissionArea object.");
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//mTerrainBlock = getTerrainObj();
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//if(!bool(mTerrainBlock))
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// Con::warnf(ConsoleLogEntry::General, "GuiMissionAreaCtrl::onWake: no TerrainBlock object.");
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//if ( !bool(mMissionArea) || !bool(mTerrainBlock) )
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// return true;
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updateTerrainBitmap();
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// make sure mission area is clamped
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setArea(getArea());
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//onUpdate();
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setActive(true);
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return(true);
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}
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void GuiMissionAreaCtrl::onSleep()
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{
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mTextureObject = NULL;
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mMissionArea = 0;
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mTerrainBlock = 0;
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Parent::onSleep();
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}
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//------------------------------------------------------------------------------
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void GuiMissionAreaCtrl::onMouseUp(const GuiEvent & event)
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{
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if(!bool(mMissionArea))
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return;
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RectI box;
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getScreenMissionArea(box);
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S32 hit = getHitHandles(event.mousePoint, box);
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// set the current cursor
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//updateCursor(hit);
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mLastHitMode = hit;
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if(mSavedDrag)
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{
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// Let the script get a chance at it.
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Con::executef( this, "onMissionAreaModified" );
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}
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mSavedDrag = false;
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}
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void GuiMissionAreaCtrl::onMouseDown(const GuiEvent & event)
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{
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if(!bool(mMissionArea))
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return;
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RectI box;
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getScreenMissionArea(box);
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mLastHitMode = getHitHandles(event.mousePoint, box);
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//if(mLastHitMode == Handle_Middle)
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// setCursor(GrabCursor);
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mLastMousePoint = event.mousePoint;
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}
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void GuiMissionAreaCtrl::onMouseMove(const GuiEvent & event)
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{
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if(!bool(mMissionArea))
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return;
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RectI box;
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getScreenMissionArea(box);
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S32 hit = getHitHandles(event.mousePoint, box);
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// set the current cursor...
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//updateCursor(hit);
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mLastHitMode = hit;
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}
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void GuiMissionAreaCtrl::onMouseDragged(const GuiEvent & event)
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{
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if(!bool(mMissionArea))
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return;
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if(mLastHitMode == Handle_None)
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return;
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// If we haven't already saved,
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// save an undo action to get back to this state,
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// before we make any modifications.
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if ( !mSavedDrag )
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{
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submitUndo( "Modify Node" );
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mSavedDrag = true;
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}
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RectI box;
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getScreenMissionArea(box);
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Point2I mouseDiff(event.mousePoint.x - mLastMousePoint.x,
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event.mousePoint.y - mLastMousePoint.y);
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// what we drag'n?
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RectI area = getArea();
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Point2I wp = screenDeltaToWorldDelta(mouseDiff);
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if (mLastHitMode == Handle_Middle)
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{
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area.point += wp;
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}
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if (mLastHitMode & Handle_Left)
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{
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if ((area.extent.x - wp.x) >= 1)
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{
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area.point.x += wp.x;
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area.extent.x -= wp.x;
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}
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}
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if (mLastHitMode & Handle_Right)
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{
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if ((area.extent.x + wp.x) >= 1)
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{
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area.extent.x += wp.x;
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}
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}
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if (mLastHitMode & Handle_Bottom)
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{
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if ((area.extent.y - wp.y) >= 1)
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{
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area.point.y += wp.y;
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area.extent.y -= wp.y;
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}
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}
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if (mLastHitMode & Handle_Top)
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{
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if ((area.extent.y + wp.y) >= 1)
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{
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area.extent.y += wp.y;
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}
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}
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setArea(area);
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mLastMousePoint = event.mousePoint;
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}
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void GuiMissionAreaCtrl::onMouseEnter(const GuiEvent &)
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{
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mLastHitMode = Handle_None;
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//setCursor(DefaultCursor);
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}
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void GuiMissionAreaCtrl::onMouseLeave(const GuiEvent &)
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{
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mLastHitMode = Handle_None;
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//setCursor(DefaultCursor);
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}
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//------------------------------------------------------------------------------
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void GuiMissionAreaCtrl::submitUndo( const UTF8 *name )
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{
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// Grab the mission editor undo manager.
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UndoManager *undoMan = NULL;
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if ( !Sim::findObject( "EUndoManager", undoMan ) )
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{
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Con::errorf( "GuiRiverEditorCtrl::submitUndo() - EUndoManager not found!" );
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return;
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}
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// Setup the action.
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GuiMissionAreaUndoAction *action = new GuiMissionAreaUndoAction( name );
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action->mMissionAreaEditor = this;
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action->mObjId = mMissionArea->getId();
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action->mArea = mMissionArea->getArea();
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undoMan->addAction( action );
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}
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//------------------------------------------------------------------------------
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void GuiMissionAreaCtrl::updateTerrain()
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{
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mTerrainBlock = getTerrainObj();
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updateTerrainBitmap();
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}
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TerrainBlock * GuiMissionAreaCtrl::getTerrainObj()
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{
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SimSet * scopeAlwaysSet = Sim::getGhostAlwaysSet();
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for(SimSet::iterator itr = scopeAlwaysSet->begin(); itr != scopeAlwaysSet->end(); itr++)
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{
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TerrainBlock * terrain = dynamic_cast<TerrainBlock*>(*itr);
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if(terrain)
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return(terrain);
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}
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return(0);
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}
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void GuiMissionAreaCtrl::updateTerrainBitmap()
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{
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GBitmap * bitmap = createTerrainBitmap();
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if( bitmap )
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setBitmapHandle( GFXTexHandle( bitmap, &GFXDefaultGUIProfile, true, String("Terrain Bitmap Update") ) );
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else
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setBitmap( "" );
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}
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GBitmap * GuiMissionAreaCtrl::createTerrainBitmap()
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{
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if(!mTerrainBlock)
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return NULL;
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GBitmap * bitmap = new GBitmap(mTerrainBlock->getBlockSize(), mTerrainBlock->getBlockSize(), false, GFXFormatR8G8B8 );
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if(!bitmap)
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return NULL;
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// get the min/max
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F32 min, max;
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mTerrainBlock->getMinMaxHeight(&min, &max);
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F32 diff = max - min;
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F32 colRange = 255.0f / diff;
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// This method allocates it's bitmap above, and does all assignment
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// in the following loop. It is not subject to 24-bit -> 32-bit conversion
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// problems, because the texture handle creation is where the conversion would
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// occur, if it occurs. Since the data in the texture is never read back, and
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// the bitmap is deleted after texture-upload, this is not a problem.
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for(S32 y = 0; y < mTerrainBlock->getBlockSize() ; y++)
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{
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for(S32 x = 0; x < mTerrainBlock->getBlockSize(); x++)
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{
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F32 height;
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height = mTerrainBlock->getHeight(Point2I(x, y));
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U8 col = U8((height - min) * colRange);
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ColorI color(col, col, col);
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bitmap->setColor(x, y, color);
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}
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}
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return(bitmap);
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}
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//------------------------------------------------------------------------------
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void GuiMissionAreaCtrl::setMissionArea( MissionArea* area )
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{
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mMissionArea = area;
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if( mMissionArea )
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{
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setArea(getArea());
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}
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}
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const RectI & GuiMissionAreaCtrl::getArea()
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{
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if( !bool(mMissionArea) )
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return(MissionArea::smMissionArea);
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return(mMissionArea->getArea());
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}
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void GuiMissionAreaCtrl::setArea(const RectI & area)
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{
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if( bool(mMissionArea) )
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{
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mMissionArea->setArea(area);
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mMissionArea->inspectPostApply();
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//onUpdate();
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}
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}
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//------------------------------------------------------------------------------
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void GuiMissionAreaCtrl::drawHandle(const Point2F & pos)
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{
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Point2F pnt(pos.x-mHandleTextureHalfSize.x, pos.y-mHandleTextureHalfSize.y);
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GFX->getDrawUtil()->drawBitmap(mHandleTexture, pnt);
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}
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void GuiMissionAreaCtrl::drawHandles(RectI & box)
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{
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F32 fillOffset = GFX->getFillConventionOffset();
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F32 lx = box.point.x + fillOffset, rx = box.point.x + box.extent.x + fillOffset;
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F32 cx = (lx + rx) * 0.5f;
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F32 by = box.point.y + fillOffset, ty = box.point.y + box.extent.y + fillOffset;
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F32 cy = (ty + by) * 0.5f;
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GFX->getDrawUtil()->clearBitmapModulation();
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drawHandle(Point2F(lx, ty));
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drawHandle(Point2F(lx, cy));
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drawHandle(Point2F(lx, by));
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drawHandle(Point2F(rx, ty));
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drawHandle(Point2F(rx, cy));
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drawHandle(Point2F(rx, by));
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drawHandle(Point2F(cx, ty));
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drawHandle(Point2F(cx, by));
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}
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bool GuiMissionAreaCtrl::testWithinHandle(const Point2I & testPoint, S32 handleX, S32 handleY)
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{
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S32 dx = testPoint.x - handleX;
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S32 dy = testPoint.y - handleY;
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return dx <= Handle_Pixel_Size && dx >= -Handle_Pixel_Size && dy <= Handle_Pixel_Size && dy >= -Handle_Pixel_Size;
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}
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S32 GuiMissionAreaCtrl::getHitHandles(const Point2I & mousePnt, const RectI & box)
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{
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S32 lx = box.point.x, rx = box.point.x + box.extent.x - 1;
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S32 cx = (lx + rx) >> 1;
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S32 by = box.point.y, ty = box.point.y + box.extent.y - 1;
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S32 cy = (ty + by) >> 1;
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if (testWithinHandle(mousePnt, lx, ty))
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return Handle_Left | Handle_Top;
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if (testWithinHandle(mousePnt, cx, ty))
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return Handle_Top;
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if (testWithinHandle(mousePnt, rx, ty))
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return Handle_Right | Handle_Top;
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if (testWithinHandle(mousePnt, lx, by))
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return Handle_Left | Handle_Bottom;
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if (testWithinHandle(mousePnt, cx, by))
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return Handle_Bottom;
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if (testWithinHandle(mousePnt, rx, by))
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return Handle_Right | Handle_Bottom;
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if (testWithinHandle(mousePnt, lx, cy))
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return Handle_Left;
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if (testWithinHandle(mousePnt, rx, cy))
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return Handle_Right;
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if(mousePnt.x >= lx && mousePnt.x <= rx &&
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mousePnt.y >= ty && mousePnt.y <= by)
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return(Handle_Middle);
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return Handle_None;
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}
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//------------------------------------------------------------------------------
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Point2F GuiMissionAreaCtrl::worldToScreen(const Point2F & pos)
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{
|
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return(Point2F(mCenterPos.x + (pos.x * mScale.x), mCenterPos.y + (pos.y * mScale.y)));
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}
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Point2I GuiMissionAreaCtrl::worldToScreen(const Point2I &pos)
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{
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return(Point2I(S32(mCenterPos.x + (pos.x * mScale.x)), S32(mCenterPos.y + (pos.y * mScale.y))));
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}
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Point2F GuiMissionAreaCtrl::screenToWorld(const Point2F & pos)
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{
|
||||
return(Point2F((pos.x - mCenterPos.x) / mScale.x, (pos.y - mCenterPos.y) / mScale.y));
|
||||
}
|
||||
|
||||
Point2I GuiMissionAreaCtrl::screenToWorld(const Point2I &pos)
|
||||
{
|
||||
return(Point2I(S32((pos.x - mCenterPos.x) / mScale.x), S32((pos.y - mCenterPos.y) / mScale.y)));
|
||||
}
|
||||
|
||||
Point2I GuiMissionAreaCtrl::screenDeltaToWorldDelta(const Point2I &screenPoint)
|
||||
{
|
||||
return(Point2I(S32(screenPoint.x / mScale.x), S32(screenPoint.y / mScale.y)));
|
||||
}
|
||||
|
||||
void GuiMissionAreaCtrl::setupScreenTransform(const Point2I & offset)
|
||||
{
|
||||
const MatrixF & terrMat = mTerrainBlock->getTransform();
|
||||
Point3F terrPos;
|
||||
terrMat.getColumn(3, &terrPos);
|
||||
terrPos.z = 0;
|
||||
|
||||
F32 terrDim = mTerrainBlock->getWorldBlockSize();
|
||||
|
||||
const Point2I& extenti = getExtent( );
|
||||
Point2F extent( static_cast<F32>( extenti.x ), static_cast<F32>( extenti.y ) );
|
||||
|
||||
if(mSquareBitmap)
|
||||
extent.x > extent.y ? extent.x = extent.y : extent.y = extent.x;
|
||||
|
||||
// We need to negate the y-axis so we are correctly oriented with
|
||||
// positive y increase up the screen.
|
||||
mScale.set(extent.x / terrDim, -extent.y / terrDim, 0);
|
||||
|
||||
Point3F terrOffset = -terrPos;
|
||||
terrOffset.convolve(mScale);
|
||||
|
||||
// We need to add the y extent so we start from the bottom left of the control
|
||||
// rather than the top left.
|
||||
mCenterPos.set(terrOffset.x + F32(offset.x), terrOffset.y + F32(offset.y) + extent.y);
|
||||
}
|
||||
|
||||
void GuiMissionAreaCtrl::getScreenMissionArea(RectI & rect)
|
||||
{
|
||||
RectI area = mMissionArea->getArea();
|
||||
Point2F pos = worldToScreen(Point2F(F32(area.point.x), F32(area.point.y)));
|
||||
Point2F end = worldToScreen(Point2F(F32(area.point.x + area.extent.x), F32(area.point.y + area.extent.y)));
|
||||
|
||||
//
|
||||
rect.point.x = S32(round_local(pos.x));
|
||||
rect.point.y = S32(round_local(pos.y));
|
||||
rect.extent.x = S32(round_local(end.x - pos.x));
|
||||
rect.extent.y = S32(round_local(end.y - pos.y));
|
||||
}
|
||||
|
||||
void GuiMissionAreaCtrl::getScreenMissionArea(RectF & rect)
|
||||
{
|
||||
RectI area = mMissionArea->getArea();
|
||||
Point2F pos = worldToScreen(Point2F(F32(area.point.x), F32(area.point.y)));
|
||||
Point2F end = worldToScreen(Point2F(F32(area.point.x + area.extent.x), F32(area.point.y + area.extent.y)));
|
||||
|
||||
//
|
||||
rect.point.x = pos.x;
|
||||
rect.point.y = pos.y;
|
||||
rect.extent.x = end.x - pos.x;
|
||||
rect.extent.y = end.y - pos.y;
|
||||
}
|
||||
|
||||
Point2I GuiMissionAreaCtrl::convertOrigin(const Point2I &pos)
|
||||
{
|
||||
// Convert screen point to our bottom left origin
|
||||
Point2I pnt = globalToLocalCoord(pos);
|
||||
const Point2I& extent = getExtent( );
|
||||
pnt.y = extent.y - pnt.y;
|
||||
Point2I pt = localToGlobalCoord(pnt);
|
||||
return pt;
|
||||
}
|
||||
|
||||
void GuiMissionAreaCtrl::onRender(Point2I offset, const RectI & updateRect)
|
||||
{
|
||||
|
||||
RectI rect(offset, getExtent());
|
||||
F32 fillOffset = GFX->getFillConventionOffset();
|
||||
|
||||
setUpdate();
|
||||
|
||||
// draw an x
|
||||
if(!bool(mMissionArea) || !bool(mTerrainBlock))
|
||||
{
|
||||
GFX->setStateBlock(mSolidStateBlock);
|
||||
PrimBuild::color3i( 0, 0, 0 );
|
||||
PrimBuild::begin( GFXLineList, 4 );
|
||||
|
||||
PrimBuild::vertex2f( rect.point.x + fillOffset, updateRect.point.y + fillOffset );
|
||||
PrimBuild::vertex2f( rect.point.x + updateRect.extent.x + fillOffset, updateRect.point.y + updateRect.extent.y + fillOffset );
|
||||
PrimBuild::vertex2f( rect.point.x + fillOffset, updateRect.point.y + updateRect.extent.y + fillOffset );
|
||||
PrimBuild::vertex2f( rect.point.x + updateRect.extent.x + fillOffset, updateRect.point.y + fillOffset );
|
||||
|
||||
PrimBuild::end();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
setupScreenTransform(offset);
|
||||
|
||||
// draw the terrain
|
||||
if(mSquareBitmap)
|
||||
rect.extent.x > rect.extent.y ? rect.extent.x = rect.extent.y : rect.extent.y = rect.extent.x;
|
||||
|
||||
GFXDrawUtil *drawer = GFX->getDrawUtil();
|
||||
drawer->clearBitmapModulation();
|
||||
drawer->drawBitmapStretch(mTextureObject, rect, GFXBitmapFlip_Y, GFXTextureFilterLinear, false);
|
||||
|
||||
GFX->setStateBlock(mSolidStateBlock);
|
||||
drawer->clearBitmapModulation();
|
||||
|
||||
// draw the reference axis
|
||||
PrimBuild::begin( GFXLineList, 4 );
|
||||
PrimBuild::color3i( 255, 0, 0 );
|
||||
PrimBuild::vertex2f( rect.point.x + 5 + fillOffset, rect.point.y + rect.extent.y - 5 + fillOffset );
|
||||
PrimBuild::vertex2f( rect.point.x + 25 + fillOffset, rect.point.y + rect.extent.y - 5 + fillOffset );
|
||||
PrimBuild::color3i( 0, 255, 0 );
|
||||
PrimBuild::vertex2f( rect.point.x + 5 + fillOffset, rect.point.y + rect.extent.y - 5 + fillOffset );
|
||||
PrimBuild::vertex2f( rect.point.x + 5 + fillOffset, rect.point.y + rect.extent.y - 25 + fillOffset );
|
||||
PrimBuild::end();
|
||||
|
||||
RectF area;
|
||||
getScreenMissionArea(area);
|
||||
|
||||
// render the mission area box
|
||||
PrimBuild::color( mMissionBoundsColor );
|
||||
PrimBuild::begin( GFXLineStrip, 5 );
|
||||
PrimBuild::vertex2f(area.point.x + fillOffset, area.point.y + fillOffset);
|
||||
PrimBuild::vertex2f(area.point.x + area.extent.x + fillOffset, area.point.y + fillOffset);
|
||||
PrimBuild::vertex2f(area.point.x + area.extent.x + fillOffset, area.point.y + area.extent.y + fillOffset);
|
||||
PrimBuild::vertex2f(area.point.x + fillOffset, area.point.y + area.extent.y + fillOffset);
|
||||
PrimBuild::vertex2f(area.point.x + fillOffset, area.point.y + fillOffset);
|
||||
PrimBuild::end();
|
||||
|
||||
// render the camera
|
||||
//if(mRenderCamera)
|
||||
{
|
||||
CameraQuery camera;
|
||||
GameProcessCameraQuery(&camera);
|
||||
|
||||
// farplane too far, 90' looks wrong...
|
||||
camera.fov = mDegToRad(60.f);
|
||||
camera.farPlane = 500.f;
|
||||
|
||||
//
|
||||
F32 rot = camera.fov / 2;
|
||||
|
||||
//
|
||||
VectorF ray;
|
||||
VectorF projRayA, projRayB;
|
||||
|
||||
ray.set(camera.farPlane * -mSin(rot), camera.farPlane * mCos(rot), 0);
|
||||
camera.cameraMatrix.mulV(ray, &projRayA);
|
||||
|
||||
ray.set(camera.farPlane * -mSin(-rot), camera.farPlane * mCos(-rot), 0);
|
||||
camera.cameraMatrix.mulV(ray, &projRayB);
|
||||
|
||||
Point3F camPos;
|
||||
camera.cameraMatrix.getColumn(3, &camPos);
|
||||
|
||||
Point2F s = worldToScreen(Point2F(camPos.x, camPos.y));
|
||||
Point2F e1 = worldToScreen(Point2F(camPos.x + projRayA.x, camPos.y + projRayA.y));
|
||||
Point2F e2 = worldToScreen(Point2F(camPos.x + projRayB.x, camPos.y + projRayB.y));
|
||||
|
||||
PrimBuild::color( mCameraColor );
|
||||
PrimBuild::begin( GFXLineList, 4 );
|
||||
PrimBuild::vertex2f( s.x + fillOffset, s.y + fillOffset );
|
||||
PrimBuild::vertex2f( e1.x + fillOffset, e1.y + fillOffset );
|
||||
PrimBuild::vertex2f( s.x + fillOffset, s.y + fillOffset );
|
||||
PrimBuild::vertex2f( e2.x + fillOffset, e2.y + fillOffset );
|
||||
PrimBuild::end();
|
||||
}
|
||||
|
||||
// render the handles
|
||||
RectI iArea;
|
||||
getScreenMissionArea(iArea);
|
||||
drawHandles(iArea);
|
||||
|
||||
renderChildControls(offset, updateRect);
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
DefineEngineMethod( GuiMissionAreaCtrl, setMissionArea, void, ( MissionArea* area ),,
|
||||
"@brief Set the MissionArea to edit.\n\n")
|
||||
{
|
||||
object->setMissionArea( area );
|
||||
}
|
||||
|
||||
DefineEngineMethod( GuiMissionAreaCtrl, updateTerrain, void, ( ),,
|
||||
"@brief Update the terrain bitmap.\n\n")
|
||||
{
|
||||
object->updateTerrain();
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
void GuiMissionAreaUndoAction::undo()
|
||||
{
|
||||
MissionArea *ma = NULL;
|
||||
if ( !Sim::findObject( mObjId, ma ) )
|
||||
return;
|
||||
|
||||
// Temporarily save the MissionArea's current data.
|
||||
RectI area = ma->getArea();
|
||||
|
||||
// Restore the MissionArea properties saved in the UndoAction
|
||||
ma->setArea( mArea );
|
||||
ma->inspectPostApply();
|
||||
|
||||
// Now save the previous Mission data in this UndoAction
|
||||
// since an undo action must become a redo action and vice-versa
|
||||
mArea = area;
|
||||
|
||||
// Let the script get a chance at it.
|
||||
Con::executef( mMissionAreaEditor, "onUndo" );
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue