mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 05:04:45 +00:00
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
97 lines
3.5 KiB
C++
97 lines
3.5 KiB
C++
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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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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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#ifndef _AFX_TS_CTRL_H_
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#define _AFX_TS_CTRL_H_
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#include "app/game.h"
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#include "gui/3d/guiTSControl.h"
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#include "core/iTickable.h"
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class GameBase;
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class afxSpellBook;
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//----------------------------------------------------------------------------
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class afxTSCtrl : public GuiTSCtrl, public virtual ITickable
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{
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private:
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struct Targeting
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{
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U8 mode;
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U8 check;
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};
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typedef GuiTSCtrl Parent;
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Point3F mMouse3DVec;
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Point3F mMouse3DPos;
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U32 mouse_dn_timestamp;
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afxSpellBook* spellbook;
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Vector<Targeting> targeting_mode;
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public:
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/*C*/ afxTSCtrl();
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bool processCameraQuery(CameraQuery *query) override;
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void renderWorld(const RectI &updateRect) override;
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void onRender(Point2I offset, const RectI &updateRect) override;
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void getCursor(GuiCursor *&cursor, bool &showCursor, const GuiEvent &lastGuiEvent) override;
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void onMouseDown(const GuiEvent&) override;
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void onMouseMove(const GuiEvent&) override;
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void onMouseDragged(const GuiEvent&) override;
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void onMouseEnter(const GuiEvent&) override;
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void onMouseLeave(const GuiEvent&) override;
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bool onMouseWheelUp(const GuiEvent&) override;
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bool onMouseWheelDown(const GuiEvent&) override;
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void onRightMouseDown(const GuiEvent&) override;
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Point3F getMouse3DVec() {return mMouse3DVec;};
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Point3F getMouse3DPos() {return mMouse3DPos;};
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void setSpellBook(afxSpellBook* book);
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void clearTargetingMode();
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void pushTargetingMode(U8 mode, U8 check);
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void popTargetingMode();
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U8 getTargetingMode();
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U8 getTargetingCheckMethod();
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void performTargeting(const Point2I& mousePoint, U8 mode);
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void interpolateTick( F32 delta ) override {};
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void processTick() override {};
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void advanceTime( F32 timeDelta ) override;
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DECLARE_CONOBJECT(afxTSCtrl);
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DECLARE_CATEGORY("AFX");
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};
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#endif // _AFX_TS_CTRL_H_
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