Torque3D/Engine/source/T3D/gameTSCtrl.h

69 lines
2.4 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 makeScriptCall(const char *func, const GuiEvent &evt) const;
public:
GameTSCtrl();
DECLARE_CONOBJECT(GameTSCtrl);
DECLARE_DESCRIPTION( "A control that renders a 3D view from the current control object." );
bool processCameraQuery(CameraQuery *query);
void renderWorld(const RectI &updateRect);
// GuiControl
virtual void onMouseDown(const GuiEvent &evt);
virtual void onRightMouseDown(const GuiEvent &evt);
virtual void onMiddleMouseDown(const GuiEvent &evt);
virtual void onMouseUp(const GuiEvent &evt);
virtual void onRightMouseUp(const GuiEvent &evt);
virtual void onMiddleMouseUp(const GuiEvent &evt);
void onMouseMove(const GuiEvent &evt);
void onRender(Point2I offset, const RectI &updateRect);
virtual bool onAdd();
};
#endif