Torque3D/Engine/source/afx/ea/afxEA_GuiController.cpp
marauder2k7 2b295fb7f0 rest of virtuals removed
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00

216 lines
6.6 KiB
C++

//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include <typeinfo>
#include "afx/arcaneFX.h"
#include "gui/core/guiControl.h"
#include "gui/3d/guiTSControl.h"
#include "T3D/gameBase/gameConnection.h"
#include "gui/game/guiProgressCtrl.h"
#include "afx/afxChoreographer.h"
#include "afx/afxEffectDefs.h"
#include "afx/afxEffectWrapper.h"
#include "afx/ce/afxGuiController.h"
#include "afx/ui/afxProgressBase.h"
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxEA_GuiController
class afxEA_GuiController : public afxEffectWrapper
{
typedef afxEffectWrapper Parent;
afxGuiControllerData* controller_data;
GuiControl* gui_control;
GuiTSCtrl* ts_ctrl;
afxProgressBase* progress_base;
GuiProgressCtrl* progress_ctrl;
void do_runtime_substitutions();
public:
/*C*/ afxEA_GuiController();
void ea_set_datablock(SimDataBlock*) override;
bool ea_start() override;
bool ea_update(F32 dt) override;
void ea_finish(bool was_stopped) override;
};
//~~~~~~~~~~~~~~~~~~~~//
afxEA_GuiController::afxEA_GuiController()
{
controller_data = 0;
gui_control = 0;
ts_ctrl = 0;
progress_base = 0;
progress_ctrl = 0;
}
void afxEA_GuiController::ea_set_datablock(SimDataBlock* db)
{
controller_data = dynamic_cast<afxGuiControllerData*>(db);
}
bool afxEA_GuiController::ea_start()
{
if (!controller_data)
{
Con::errorf("afxEA_GuiController::ea_start() -- missing or incompatible datablock.");
return false;
}
do_runtime_substitutions();
if (controller_data->ctrl_client_only)
{
afxConstraint* pos_cons = getPosConstraint();
if (!pos_cons)
return false; // not an error condition
GameBase* gamebase_obj = dynamic_cast<GameBase*>(pos_cons->getSceneObject());
if (!gamebase_obj || !gamebase_obj->getControllingClient())
return false; // not an error condition
}
if (controller_data->control_name == ST_NULLSTRING || controller_data->control_name[0] == '\0')
{
Con::errorf("afxEA_GuiController::ea_start() -- empty control name.");
return false;
}
gui_control = dynamic_cast<GuiControl*>(Sim::findObject(controller_data->control_name));
if (!gui_control)
{
Con::errorf("afxEA_GuiController::ea_start() -- failed to find control \"%s\".", controller_data->control_name);
return false;
}
gui_control->setVisible(true);
progress_base = dynamic_cast<afxProgressBase*>(gui_control);
if (progress_base)
{
progress_base->setProgress(0.0f);
progress_ctrl = 0;
}
else
{
progress_ctrl = (GuiProgressCtrl*)gui_control;
if (progress_ctrl)
{
progress_ctrl->setScriptValue(0);
progress_base = 0;
}
}
ts_ctrl = 0;
for (GuiControl* ctrl = gui_control->getParent(); ctrl != 0; ctrl->getParent())
{
if (dynamic_cast<GuiTSCtrl*>(ctrl))
{
ts_ctrl = (GuiTSCtrl*) ctrl;
break;
}
}
return true;
}
bool afxEA_GuiController::ea_update(F32 dt)
{
if (ts_ctrl && !controller_data->preserve_pos)
{
Point3F screen_pos;
if (ts_ctrl->project(mUpdated_pos, &screen_pos))
{
const Point2I ext = gui_control->getExtent();
Point2I newpos(screen_pos.x - ext.x/2, screen_pos.y - ext.y/2);
gui_control->setPosition(newpos);
}
}
if (progress_base)
progress_base->setProgress((mEW_timing.lifetime > 0.0) ? mLife_elapsed / mEW_timing.lifetime : 0.0f);
else if (progress_ctrl)
progress_ctrl->setScriptValue((mEW_timing.lifetime > 0.0) ? avar("%g", mLife_elapsed / mEW_timing.lifetime) : 0);
if (mDo_fades)
gui_control->setFadeAmount(mFade_value);
return true;
}
void afxEA_GuiController::ea_finish(bool was_stopped)
{
if (progress_base)
progress_base->setProgress(1.0f);
else if (progress_ctrl)
progress_ctrl->setScriptValue("1");
gui_control->setVisible(false);
}
void afxEA_GuiController::do_runtime_substitutions()
{
// only clone the datablock if there are substitutions
if (controller_data->getSubstitutionCount() > 0)
{
// clone the datablock and perform substitutions
afxGuiControllerData* orig_db = controller_data;
controller_data = new afxGuiControllerData(*orig_db, true);
orig_db->performSubstitutions(controller_data, mChoreographer, mGroup_index);
}
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
class afxEA_GuiControllerDesc : public afxEffectAdapterDesc, public afxEffectDefs
{
static afxEA_GuiControllerDesc desc;
public:
bool testEffectType(const SimDataBlock*) const override;
bool requiresStop(const afxEffectWrapperData*, const afxEffectTimingData&) const override;
bool runsOnServer(const afxEffectWrapperData*) const override { return false; }
bool runsOnClient(const afxEffectWrapperData*) const override { return true; }
afxEffectWrapper* create() const override { return new afxEA_GuiController; }
};
afxEA_GuiControllerDesc afxEA_GuiControllerDesc::desc;
bool afxEA_GuiControllerDesc::testEffectType(const SimDataBlock* db) const
{
return (typeid(afxGuiControllerData) == typeid(*db));
}
bool afxEA_GuiControllerDesc::requiresStop(const afxEffectWrapperData* ew, const afxEffectTimingData& timing) const
{
return (timing.lifetime < 0);
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//