Torque3D/Engine/source/environment/editors/guiRoadEditorCtrl.h
Areloch 5525f8ecdd Converts all game, gui editor, and system classes to utilize assets
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00

176 lines
5 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 _GUIROADEDITORCTRL_H_
#define _GUIROADEDITORCTRL_H_
#ifndef _EDITTSCTRL_H_
#include "gui/worldEditor/editTSCtrl.h"
#endif
#ifndef _UNDO_H_
#include "util/undo.h"
#endif
#ifndef _DECALROAD_H_
#include "environment/decalRoad.h"
#endif
class GameBase;
class DecalRoad;
class GuiRoadEditorCtrl : public EditTSCtrl
{
typedef EditTSCtrl Parent;
public:
friend class GuiRoadEditorUndoAction;
String mSelectRoadMode;
String mAddRoadMode;
String mAddNodeMode;
String mInsertPointMode;
String mRemovePointMode;
String mMovePointMode;
String mScalePointMode;
GuiRoadEditorCtrl();
~GuiRoadEditorCtrl();
DECLARE_CONOBJECT(GuiRoadEditorCtrl);
// SimObject
bool onAdd();
static void initPersistFields();
// GuiControl
virtual void onSleep();
virtual void onRender(Point2I offset, const RectI &updateRect);
// EditTSCtrl
bool onKeyDown(const GuiEvent& event);
void get3DCursor( GuiCursor *&cursor, bool &visible, const Gui3DMouseEvent &event_ );
void on3DMouseDown(const Gui3DMouseEvent & event);
void on3DMouseUp(const Gui3DMouseEvent & event);
void on3DMouseMove(const Gui3DMouseEvent & event);
void on3DMouseDragged(const Gui3DMouseEvent & event);
void on3DMouseEnter(const Gui3DMouseEvent & event);
void on3DMouseLeave(const Gui3DMouseEvent & event);
void on3DRightMouseDown(const Gui3DMouseEvent & event);
void on3DRightMouseUp(const Gui3DMouseEvent & event);
void updateGuiInfo();
void renderScene(const RectI & updateRect);
void renderGui(Point2I offset, const RectI &updateRect);
bool getTerrainPos( const Gui3DMouseEvent & event, Point3F &tpos );
void deleteSelectedNode();
void deleteSelectedRoad( bool undoAble = true );
void setMode( String mode, bool sourceShortcut );
String getMode() { return mMode; }
void setSelectedRoad( DecalRoad *road );
DecalRoad* getSelectedRoad() { return mSelRoad; };
void setSelectedNode( S32 node );
S32 getSelectedNode() { return mSelNode; };
F32 getNodeWidth();
void setNodeWidth( F32 width );
Point3F getNodePosition();
void setNodePosition(const Point3F& pos);
void setTextureFile( StringTableEntry file );
public:
DECLARE_MATERIALASSET(GuiRoadEditorCtrl, Material);
DECLARE_MATERIALASSET_SETGET(GuiRoadEditorCtrl, Material);
protected:
void _drawRoadSpline( DecalRoad *road, const ColorI &color );
void _drawRoadControlNodes( DecalRoad *road, const ColorI &color );
void submitUndo( const UTF8 *name );
bool mSavedDrag;
bool mIsDirty;
SimSet *mRoadSet;
S32 mSelNode;
S32 mHoverNode;
U32 mAddNodeIdx;
SimObjectPtr<DecalRoad> mSelRoad;
SimObjectPtr<DecalRoad> mHoverRoad;
ColorI mHoverSplineColor;
ColorI mSelectedSplineColor;
ColorI mHoverNodeColor;
String mMode;
F32 mDefaultWidth;
S32 mInsertIdx;
F32 mStartWidth;
S32 mStartX;
Point3F mStartWorld;
Point2I mNodeHalfSize;
// StateBlock for rendering road splines.
GFXStateBlockRef mZDisableSB;
};
class GuiRoadEditorUndoAction : public UndoAction
{
public:
GuiRoadEditorUndoAction( const UTF8* actionName ) : UndoAction( actionName )
{
mRoadEditor = NULL;
mObjId = 0;
mBreakAngle = 3.0f;
mSegmentsPerBatch = 0;
mTextureLength = 0.0f;
}
GuiRoadEditorCtrl *mRoadEditor;
Vector<RoadNode> mNodes;
SimObjectId mObjId;
StringTableEntry mMaterialAssetId;
F32 mBreakAngle;
U32 mSegmentsPerBatch;
F32 mTextureLength;
virtual void undo();
virtual void redo() { undo(); }
};
#endif