Torque3D/Engine/source/gui/worldEditor/guiMissionArea.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

162 lines
4.5 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 _GUIMISSIONAREA_H_
#define _GUIMISSIONAREA_H_
#ifndef _GUIBITMAPCTRL_H_
#include "gui/controls/guiBitmapCtrl.h"
#endif
#ifndef _GUITYPES_H_
#include "gui/guiTypes.h"
#endif
#ifndef _MISSIONAREA_H_
#include "T3D/missionArea.h"
#endif
#ifndef _UNDO_H_
#include "util/undo.h"
#endif
class GBitmap;
class TerrainBlock;
class GuiMissionAreaCtrl : public GuiBitmapCtrl
{
typedef GuiBitmapCtrl Parent;
protected:
enum HandleInfo
{
// Handle in use
Handle_None = 0,
Handle_Left = BIT(0),
Handle_Right = BIT(1),
Handle_Top = BIT(2),
Handle_Bottom = BIT(3),
Handle_Middle = BIT(4), // Used to drag the whole area
Handle_Pixel_Size = 3,
};
SimObjectPtr<MissionArea> mMissionArea;
SimObjectPtr<TerrainBlock> mTerrainBlock;
GFXStateBlockRef mBlendStateBlock;
GFXStateBlockRef mSolidStateBlock;
DECLARE_IMAGEASSET(GuiMissionAreaCtrl, HandleBitmap, onHandleBitmapChanged, GFXTexturePersistentSRGBProfile);
DECLARE_IMAGEASSET_SETGET(GuiMissionAreaCtrl, HandleBitmap);
Point2I mHandleTextureSize;
Point2F mHandleTextureHalfSize;
ColorI mMissionBoundsColor;
ColorI mCameraColor;
bool mSquareBitmap;
VectorF mScale;
Point2F mCenterPos;
S32 mLastHitMode;
Point2I mLastMousePoint;
bool mSavedDrag;
void submitUndo( const UTF8 *name = "Action" );
TerrainBlock * getTerrainObj();
GBitmap * createTerrainBitmap();
void updateTerrainBitmap();
//void onUpdate();
void setupScreenTransform(const Point2I & offset);
Point2F worldToScreen(const Point2F &);
Point2F screenToWorld(const Point2F &);
Point2I worldToScreen(const Point2I &);
Point2I screenToWorld(const Point2I &);
Point2I screenDeltaToWorldDelta(const Point2I &screenPoint);
void getScreenMissionArea(RectI & rect);
void getScreenMissionArea(RectF & rect);
Point2I convertOrigin(const Point2I &);
void drawHandle(const Point2F & pos);
void drawHandles(RectI & box);
bool testWithinHandle(const Point2I & testPoint, S32 handleX, S32 handleY);
S32 getHitHandles(const Point2I & mousePnt, const RectI & box);
void onHandleBitmapChanged() {}
public:
GuiMissionAreaCtrl();
virtual ~GuiMissionAreaCtrl();
DECLARE_CONOBJECT(GuiMissionAreaCtrl);
// SimObject
bool onAdd();
static void initPersistFields();
// GuiControl
void onRender(Point2I offset, const RectI &updateRect);
bool onWake();
void onSleep();
virtual void onMouseUp(const GuiEvent & event);
virtual void onMouseDown(const GuiEvent & event);
virtual void onMouseMove(const GuiEvent & event);
virtual void onMouseDragged(const GuiEvent & event);
virtual void onMouseEnter(const GuiEvent & event);
virtual void onMouseLeave(const GuiEvent & event);
void setMissionArea( MissionArea* area );
void updateTerrain();
const RectI & getArea();
void setArea(const RectI & area);
};
class GuiMissionAreaUndoAction : public UndoAction
{
public:
GuiMissionAreaUndoAction( const UTF8* actionName ) : UndoAction( actionName ), mMissionAreaEditor(NULL), mObjId(NULL)
{
}
GuiMissionAreaCtrl *mMissionAreaEditor;
SimObjectId mObjId;
RectI mArea;
virtual void undo();
virtual void redo() { undo(); }
};
#endif // _GUIMISSIONAREA_H_