mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
A lot of instances where some function args are not actually modified in any way, meaning that it is better for performance to convert them into const references. This prevents an additional copy, which can help performance.
202 lines
5.8 KiB
C++
202 lines
5.8 KiB
C++
//-----------------------------------------------------------------------------
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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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#ifndef _GUIRIVEREDITORCTRL_H_
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#define _GUIRIVEREDITORCTRL_H_
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#ifndef _EDITTSCTRL_H_
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#include "gui/worldEditor/editTSCtrl.h"
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#endif
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#ifndef _UNDO_H_
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#include "util/undo.h"
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#endif
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#ifndef _RIVER_H_
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#include "environment/river.h"
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#endif
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#ifndef _GIZMO_H_
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#include "gui/worldEditor/gizmo.h"
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#endif
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struct ObjectRenderInst;
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class SceneManager;
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class SceneRenderState;
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class BaseMatInstance;
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class GuiRiverEditorCtrl : public EditTSCtrl
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{
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typedef EditTSCtrl Parent;
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public:
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friend class GuiRiverEditorUndoAction;
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//static StringTableEntry smNormalMode;
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//static StringTableEntry smAddNodeMode;
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String mSelectRiverMode;
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String mAddRiverMode;
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String mAddNodeMode;
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String mInsertPointMode;
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String mRemovePointMode;
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String mMovePointMode;
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String mScalePointMode;
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String mRotatePointMode;
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GuiRiverEditorCtrl();
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~GuiRiverEditorCtrl();
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DECLARE_CONOBJECT(GuiRiverEditorCtrl);
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// SimObject
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bool onAdd();
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static void initPersistFields();
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// GuiControl
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virtual void onSleep();
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virtual void onRender(Point2I offset, const RectI &updateRect);
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// EditTSCtrl
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bool onKeyDown(const GuiEvent& event);
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void get3DCursor( GuiCursor *&cursor, bool &visible, const Gui3DMouseEvent &event_ );
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void on3DMouseDown(const Gui3DMouseEvent & event);
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void on3DMouseUp(const Gui3DMouseEvent & event);
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void on3DMouseMove(const Gui3DMouseEvent & event);
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void on3DMouseDragged(const Gui3DMouseEvent & event);
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void on3DMouseEnter(const Gui3DMouseEvent & event);
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void on3DMouseLeave(const Gui3DMouseEvent & event);
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void on3DRightMouseDown(const Gui3DMouseEvent & event);
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void on3DRightMouseUp(const Gui3DMouseEvent & event);
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void updateGuiInfo();
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void renderScene(const RectI & updateRect);
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// GuiRiverEditorCtrl
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bool getStaticPos( const Gui3DMouseEvent & event, Point3F &tpos );
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void deleteSelectedNode();
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void deleteSelectedRiver( bool undoAble = true );
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void setMode( String mode, bool sourceShortcut );
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String getMode() { return mMode; }
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//void setGizmoMode( Gizmo::Mode mode ) { mGizmo->setMode( mode ); }
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void setSelectedRiver( River *river );
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River* getSelectedRiver() { return mSelRiver; };
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void setSelectedNode( S32 node );
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F32 getNodeWidth();
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void setNodeWidth( F32 width );
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F32 getNodeDepth();
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void setNodeDepth( F32 depth );
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Point3F getNodePosition();
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void setNodePosition(const Point3F& pos);
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VectorF getNodeNormal();
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void setNodeNormal( const VectorF &normal );
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protected:
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void _renderSelectedRiver( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *matInst );
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void _prepRenderImage( SceneManager* sceneGraph, const SceneRenderState* sceneState );
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void _drawRiverSpline( River *river, const ColorI &color );
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void _drawRiverControlNodes( River *river, const ColorI &color );
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void _process3DMouseDown( const Gui3DMouseEvent& event );
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void submitUndo( const UTF8 *name = "Action" );
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GFXStateBlockRef mZDisableSB;
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GFXStateBlockRef mZEnableSB;
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bool mSavedDrag;
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bool mIsDirty;
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SimSet *mRiverSet;
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S32 mSelNode;
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S32 mHoverNode;
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U32 mAddNodeIdx;
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SimObjectPtr<River> mSelRiver;
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SimObjectPtr<River> mHoverRiver;
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String mMode;
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F32 mDefaultWidth;
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F32 mDefaultDepth;
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VectorF mDefaultNormal;
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S32 mInsertIdx;
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F32 mStartHeight;
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F32 mStartWidth;
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S32 mStartX;
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Point3F mStartWorld;
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Point2I mNodeHalfSize;
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//Gizmo mGizmo;
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Gui3DMouseEvent mLastMouseEvent;
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F32 mNodeSphereRadius;
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ColorI mNodeSphereFillColor;
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ColorI mNodeSphereLineColor;
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ColorI mHoverSplineColor;
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ColorI mSelectedSplineColor;
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ColorI mHoverNodeColor;
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#define InvalidMousePoint Point2I(-100,-100)
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Point2I mStartDragMousePoint;
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Point3F mStartDragNodePos;
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//GuiCursor *mMoveNodeCursor;
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//GuiCursor *mAddNodeCursor;
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//GuiCursor *mInsertNodeCursor;
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//GuiCursor *mResizeNodeCursor;
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};
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class GuiRiverEditorUndoAction : public UndoAction
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{
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public:
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GuiRiverEditorUndoAction( const UTF8* actionName ) : UndoAction( actionName )
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{
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}
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GuiRiverEditorCtrl *mRiverEditor;
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Vector<RiverNode> mNodes;
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SimObjectId mObjId;
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F32 mMetersPerSegment;
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U32 mSegmentsPerBatch;
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virtual void undo();
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virtual void redo() { undo(); }
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};
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#endif
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