Torque3D/Engine/source/T3D/gameTSCtrl.h
Olathuss 3dabbc83ff Fixed callbacks to replace char* with Point classes
Replacing char* in callbacks with Point2I and Point3F classes for better readability and overhead
2025-03-25 11:07:14 -06:00

96 lines
4.3 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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.
//-----------------------------------------------------------------------------
#ifndef _GAMETSCTRL_H_
#define _GAMETSCTRL_H_
#ifndef _GAME_H_
#include "app/game.h"
#endif
#ifndef _GUITSCONTROL_H_
#include "gui/3d/guiTSControl.h"
#endif
class ProjectileData;
class GameBase;
//----------------------------------------------------------------------------
class GameTSCtrl : public GuiTSCtrl
{
private:
typedef GuiTSCtrl Parent;
void sendMouseEvent(const char *name, const GuiEvent &evt);
protected:
PlatformTimer *mFrameTime;
public:
GameTSCtrl();
/// @name Callbacks
/// @{
DECLARE_CALLBACK(void, onMouseDown, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
DECLARE_CALLBACK(void, onRightMouseDown, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
DECLARE_CALLBACK(void, onMiddleMouseDown, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
DECLARE_CALLBACK(void, onMouseUp, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
DECLARE_CALLBACK(void, onRightMouseUp, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
DECLARE_CALLBACK(void, onMiddleMouseUp, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
DECLARE_CALLBACK(void, onMouseDragged, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
DECLARE_CALLBACK(void, onRightMouseDragged, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
DECLARE_CALLBACK(void, onMiddleMouseDragged, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
DECLARE_CALLBACK(void, onMouseWheelUp, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
DECLARE_CALLBACK(void, onMouseWheelDown, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
DECLARE_CALLBACK(void, onMouseMove, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector));
/// }
DECLARE_CONOBJECT(GameTSCtrl);
DECLARE_DESCRIPTION( "A control that renders a 3D view from the current control object." );
bool processCameraQuery(CameraQuery *query) override;
void renderWorld(const RectI &updateRect) override;
// GuiControl
void onMouseDown(const GuiEvent &evt) override;
void onRightMouseDown(const GuiEvent &evt) override;
void onMiddleMouseDown(const GuiEvent &evt) override;
void onMouseUp(const GuiEvent &evt) override;
void onRightMouseUp(const GuiEvent &evt) override;
void onMiddleMouseUp(const GuiEvent &evt) override;
void onMouseDragged(const GuiEvent &evt);
void onRightMouseDragged(const GuiEvent &evt);
void onMiddleMouseDragged(const GuiEvent &evt);
bool onMouseWheelUp(const GuiEvent &evt);
bool onMouseWheelDown(const GuiEvent &evt);
void onMouseMove(const GuiEvent &evt) override;
void onRender(Point2I offset, const RectI &updateRect) override;
bool onAdd() override;
};
#endif