mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Replacing char* in callbacks with Point2I and Point3F classes for better readability and overhead
442 lines
18 KiB
C++
442 lines
18 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "T3D/gameTSCtrl.h"
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#include "console/consoleTypes.h"
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#include "T3D/gameBase/gameBase.h"
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#include "T3D/gameBase/gameConnection.h"
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#include "T3D/shapeBase.h"
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#include "T3D/gameFunctions.h"
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#include "console/engineAPI.h"
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//---------------------------------------------------------------------------
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// Debug stuff:
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Point3F lineTestStart = Point3F(0, 0, 0);
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Point3F lineTestEnd = Point3F(0, 1000, 0);
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Point3F lineTestIntersect = Point3F(0, 0, 0);
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bool gSnapLine = false;
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//----------------------------------------------------------------------------
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// Class: GameTSCtrl
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//----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(GameTSCtrl);
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// See Torque manual (.CHM) for more information
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ConsoleDocClass( GameTSCtrl,
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"@brief The main 3D viewport for a Torque 3D game.\n\n"
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"@ingroup Gui3D\n");
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IMPLEMENT_CALLBACK(GameTSCtrl, onMouseDown, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
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"@brief Callback that occurs whenever the left mouse button is pressed while in this control.\n\n"
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"@param screenPosition Position of screen when mouse was pressed during this callback.\n\n"
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"@param worldPosition Position of world when mouse was pressed during this callback.\n\n"
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"@param clickVector Vector for the click when mouse was pressed during this callback.\n\n"
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"@tsexample\n"
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"// Mouse was pressed down in this control, causing the callback\n"
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"GameTSCtrl::onMouseDown(%this,%screenPosition,%worldPosition,%clickVector)\n"
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"{\n"
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" // Code to call when a mouse event occurs.\n"
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"}\n"
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"@endtsexample\n\n"
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);
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IMPLEMENT_CALLBACK(GameTSCtrl, onRightMouseDown, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
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"@brief Callback that occurs whenever the right mouse button is pressed while in this control.\n\n"
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"@param screenPosition Position of screen when mouse was pressed during this callback.\n\n"
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"@param worldPosition Position of world when mouse was pressed during this callback.\n\n"
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"@param clickVector Vector for the click when mouse was pressed during this callback.\n\n"
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"@tsexample\n"
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"// Mouse was pressed down in this control, causing the callback\n"
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"GameTSCtrl::onRightMouseDown(%this,%screenPosition,%worldPosition,%clickVector)\n"
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"{\n"
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" // Code to call when a mouse event occurs.\n"
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"}\n"
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"@endtsexample\n\n"
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);
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IMPLEMENT_CALLBACK(GameTSCtrl, onMiddleMouseDown, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
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"@brief Callback that occurs whenever the middle mouse button is pressed while in this control.\n\n"
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"@param screenPosition Position of screen when mouse was pressed during this callback.\n\n"
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"@param worldPosition Position of world when mouse was pressed during this callback.\n\n"
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"@param clickVector Vector for the click when mouse was pressed during this callback.\n\n"
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"@tsexample\n"
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"// Mouse was pressed down in this control, causing the callback\n"
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"GameTSCtrl::onMiddleMouseDown(%this,%screenPosition,%worldPosition,%clickVector)\n"
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"{\n"
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" // Code to call when a mouse event occurs.\n"
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"}\n"
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"@endtsexample\n\n"
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);
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IMPLEMENT_CALLBACK(GameTSCtrl, onMouseUp, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
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"@brief Callback that occurs whenever the left mouse button is released while in this control.\n\n"
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"@param screenPosition Position of screen when mouse was released during this callback.\n\n"
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"@param worldPosition Position of world when mouse was released during this callback.\n\n"
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"@param clickVector Vector for the click when mouse was released during this callback.\n\n"
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"@tsexample\n"
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"// Mouse was released down in this control, causing the callback\n"
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"GameTSCtrl::onMouseUp(%this,%screenPosition,%worldPosition,%clickVector)\n"
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"{\n"
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" // Code to call when a mouse event occurs.\n"
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"}\n"
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"@endtsexample\n\n"
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);
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IMPLEMENT_CALLBACK(GameTSCtrl, onRightMouseUp, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
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"@brief Callback that occurs whenever the right mouse button is released while in this control.\n\n"
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"@param screenPosition Position of screen when mouse was released during this callback.\n\n"
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"@param worldPosition Position of world when mouse was released during this callback.\n\n"
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"@param clickVector Vector for the click when mouse was released during this callback.\n\n"
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"@tsexample\n"
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"// Mouse was released down in this control, causing the callback\n"
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"GameTSCtrl::onRightMouseUp(%this,%screenPosition,%worldPosition,%clickVector)\n"
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"{\n"
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" // Code to call when a mouse event occurs.\n"
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"}\n"
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"@endtsexample\n\n"
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);
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IMPLEMENT_CALLBACK(GameTSCtrl, onMiddleMouseUp, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
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"@brief Callback that occurs whenever the middle mouse button is released while in this control.\n\n"
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"@param screenPosition Position of screen when mouse was released during this callback.\n\n"
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"@param worldPosition Position of world when mouse was released during this callback.\n\n"
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"@param clickVector Vector for the click when mouse was released during this callback.\n\n"
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"@tsexample\n"
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"// Mouse was released down in this control, causing the callback\n"
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"GameTSCtrl::onMiddleMouseUp(%this,%screenPosition,%worldPosition,%clickVector)\n"
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"{\n"
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" // Code to call when a mouse event occurs.\n"
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"}\n"
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"@endtsexample\n\n"
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);
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IMPLEMENT_CALLBACK(GameTSCtrl, onMouseDragged, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
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"@brief Callback that occurs whenever the left mouse button is dragged while in this control.\n\n"
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"@param screenPosition Position of screen when mouse was dragged during this callback.\n\n"
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"@param worldPosition Position of world when mouse was dragged during this callback.\n\n"
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"@param clickVector Vector for the click when mouse was dragged during this callback.\n\n"
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"@tsexample\n"
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"// Mouse was dragged down in this control, causing the callback\n"
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"GameTSCtrl::onMouseDragged(%this,%screenPosition,%worldPosition,%clickVector)\n"
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"{\n"
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" // Code to call when a mouse event occurs.\n"
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"}\n"
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"@endtsexample\n\n"
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);
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IMPLEMENT_CALLBACK(GameTSCtrl, onRightMouseDragged, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
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"@brief Callback that occurs whenever the right mouse button is dragged while in this control.\n\n"
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"@param screenPosition Position of screen when mouse was dragged during this callback.\n\n"
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"@param worldPosition Position of world when mouse was dragged during this callback.\n\n"
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"@param clickVector Vector for the click when mouse was dragged during this callback.\n\n"
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"@tsexample\n"
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"// Mouse was dragged down in this control, causing the callback\n"
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"GameTSCtrl::onRightMouseDragged(%this,%screenPosition,%worldPosition,%clickVector)\n"
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"{\n"
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" // Code to call when a mouse event occurs.\n"
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"}\n"
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"@endtsexample\n\n"
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);
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IMPLEMENT_CALLBACK(GameTSCtrl, onMiddleMouseDragged, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
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"@brief Callback that occurs whenever the middle mouse button is dragged while in this control.\n\n"
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"@param screenPosition Position of screen when mouse was dragged during this callback.\n\n"
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"@param worldPosition Position of world when mouse was dragged during this callback.\n\n"
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"@param clickVector Vector for the click when mouse was dragged during this callback.\n\n"
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"@tsexample\n"
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"// Mouse was dragged down in this control, causing the callback\n"
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"GameTSCtrl::onMiddleMouseDragged(%this,%screenPosition,%worldPosition,%clickVector)\n"
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"{\n"
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" // Code to call when a mouse event occurs.\n"
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"}\n"
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"@endtsexample\n\n"
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);
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IMPLEMENT_CALLBACK(GameTSCtrl, onMouseWheelUp, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
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"@brief Callback that occurs whenever the mouse wheel up is pressed while in this control.\n\n"
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"@param screenPosition Position of screen when mouse wheel up was pressed during this callback.\n\n"
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"@param worldPosition Position of world when mouse wheel up was pressed during this callback.\n\n"
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"@param clickVector Vector for the click when mouse wheel up was pressed during this callback.\n\n"
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"@tsexample\n"
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"// Mouse wheel up was pressed in this control, causing the callback\n"
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"GameTSCtrl::onMouseWheelUp(%this,%screenPosition,%worldPosition,%clickVector)\n"
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"{\n"
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" // Code to call when a mouse event occurs.\n"
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"}\n"
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"@endtsexample\n\n"
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);
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IMPLEMENT_CALLBACK(GameTSCtrl, onMouseWheelDown, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
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"@brief Callback that occurs whenever the mouse wheel down is pressed while in this control.\n\n"
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"@param screenPosition Position of screen when mouse wheel down was pressed during this callback.\n\n"
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"@param worldPosition Position of world when mouse wheel down was pressed during this callback.\n\n"
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"@param clickVector Vector for the click when mouse wheel down was pressed during this callback.\n\n"
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"@tsexample\n"
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"// Mouse wheel down was pressed in this control, causing the callback\n"
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"GameTSCtrl::onMouseWheelDown(%this,%screenPosition,%worldPosition,%clickVector)\n"
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"{\n"
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" // Code to call when a mouse event occurs.\n"
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"}\n"
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"@endtsexample\n\n"
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);
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IMPLEMENT_CALLBACK(GameTSCtrl, onMouseMove, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector), (screenPosition, worldPosition, clickVector),
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"@brief Callback that occurs whenever the mouse is moved (without dragging) while in this control.\n\n"
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"@param screenPosition Position of screen when mouse was moved during this callback.\n\n"
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"@param worldPosition Position of world when mouse was moved during this callback.\n\n"
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"@param clickVector Vector for the click when mouse was moved during this callback.\n\n"
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"@tsexample\n"
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"// Mouse was moved down in this control, causing the callback\n"
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"GameTSCtrl::onMouseMove(%this,%screenPosition,%worldPosition,%clickVector)\n"
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"{\n"
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" // Code to call when a mouse event occurs.\n"
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"}\n"
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"@endtsexample\n\n"
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);
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GameTSCtrl::GameTSCtrl()
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{
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mFrameTime = PlatformTimer::create();
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}
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//---------------------------------------------------------------------------
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bool GameTSCtrl::onAdd()
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{
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if ( !Parent::onAdd() )
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return false;
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return true;
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}
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//---------------------------------------------------------------------------
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bool GameTSCtrl::processCameraQuery(CameraQuery *camq)
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{
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GameUpdateCameraFov();
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return GameProcessCameraQuery(camq);
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}
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//---------------------------------------------------------------------------
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void GameTSCtrl::renderWorld(const RectI &updateRect)
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{
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GameRenderWorld();
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}
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//------------------------------------------------------------------------------
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void GameTSCtrl::sendMouseEvent(const char *name, const GuiEvent &event)
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{
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// write screen position
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Point2I screenPosition = event.mousePoint;
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// write world position
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Point3F worldPosition;
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mLastCameraQuery.cameraMatrix.getColumn(3, &worldPosition);
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// write click vector
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Point3F fp(event.mousePoint.x, event.mousePoint.y, 1.0);
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Point3F clickVector;
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unproject(fp, &clickVector);
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clickVector -= worldPosition;
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clickVector.normalizeSafe();
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if (dStricmp(name, "onMouseDown") == 0)
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onMouseDown_callback(screenPosition, worldPosition, clickVector);
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else if (dStricmp(name, "onRightMouseDown") == 0)
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onRightMouseDown_callback(screenPosition, worldPosition, clickVector);
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else if (dStricmp(name, "onMiddleMouseDown") == 0)
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onMiddleMouseDown_callback(screenPosition, worldPosition, clickVector);
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else if (dStricmp(name, "onMouseUp") == 0)
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onMouseUp_callback(screenPosition, worldPosition, clickVector);
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else if (dStricmp(name, "onRightMouseUp") == 0)
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onRightMouseUp_callback(screenPosition, worldPosition, clickVector);
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else if (dStricmp(name, "onMiddleMouseUp") == 0)
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onMiddleMouseUp_callback(screenPosition, worldPosition, clickVector);
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else if (dStricmp(name, "onMouseDragged") == 0)
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onMouseDragged_callback(screenPosition, worldPosition, clickVector);
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else if (dStricmp(name, "onRightMouseDragged") == 0)
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onRightMouseDragged_callback(screenPosition, worldPosition, clickVector);
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else if (dStricmp(name, "onMiddleMouseDragged") == 0)
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onMiddleMouseDragged_callback(screenPosition, worldPosition, clickVector);
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else if (dStricmp(name, "onMouseWheelUp") == 0)
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onMouseWheelUp_callback(screenPosition, worldPosition, clickVector);
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else if (dStricmp(name, "onMouseWheelDown") == 0)
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onMouseWheelDown_callback(screenPosition, worldPosition, clickVector);
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else if (dStricmp(name, "onMouseMove") == 0)
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onMouseMove_callback(screenPosition, worldPosition, clickVector);
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}
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void GameTSCtrl::onMouseDown(const GuiEvent &evt)
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{
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Parent::onMouseDown(evt);
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sendMouseEvent("onMouseDown", evt);
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}
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void GameTSCtrl::onRightMouseDown(const GuiEvent &evt)
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{
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Parent::onRightMouseDown(evt);
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sendMouseEvent("onRightMouseDown", evt);
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}
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void GameTSCtrl::onMiddleMouseDown(const GuiEvent &evt)
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{
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Parent::onMiddleMouseDown(evt);
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sendMouseEvent("onMiddleMouseDown", evt);
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}
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void GameTSCtrl::onMouseUp(const GuiEvent &evt)
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{
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Parent::onMouseUp(evt);
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sendMouseEvent("onMouseUp", evt);
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}
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void GameTSCtrl::onRightMouseUp(const GuiEvent &evt)
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{
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Parent::onRightMouseUp(evt);
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sendMouseEvent("onRightMouseUp", evt);
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}
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void GameTSCtrl::onMiddleMouseUp(const GuiEvent &evt)
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{
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Parent::onMiddleMouseUp(evt);
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sendMouseEvent("onMiddleMouseUp", evt);
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}
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void GameTSCtrl::onMouseDragged(const GuiEvent &evt)
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{
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Parent::onMouseDragged(evt);
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if (mFrameTime && mFrameTime->getElapsedMs() > 16)
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{
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sendMouseEvent("onMouseDragged", evt);
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mFrameTime->reset();
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}
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}
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void GameTSCtrl::onRightMouseDragged(const GuiEvent &evt)
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{
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Parent::onRightMouseDragged(evt);
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if (mFrameTime && mFrameTime->getElapsedMs() > 16)
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{
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sendMouseEvent("onRightMouseDragged", evt);
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mFrameTime->reset();
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}
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}
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void GameTSCtrl::onMiddleMouseDragged(const GuiEvent &evt)
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{
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Parent::onMiddleMouseDragged(evt);
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if (mFrameTime && mFrameTime->getElapsedMs() > 16)
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{
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sendMouseEvent("onMiddleMouseDragged", evt);
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mFrameTime->reset();
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}
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}
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bool GameTSCtrl::onMouseWheelUp(const GuiEvent &evt)
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{
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sendMouseEvent("onMouseWheelUp", evt);
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return Parent::onMouseWheelUp(evt);
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}
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bool GameTSCtrl::onMouseWheelDown(const GuiEvent &evt)
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{
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sendMouseEvent("onMouseWheelDown", evt);
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return Parent::onMouseWheelDown(evt);
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}
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void GameTSCtrl::onMouseMove(const GuiEvent &evt)
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{
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if(gSnapLine)
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return;
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MatrixF mat;
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Point3F vel;
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if ( GameGetCameraTransform(&mat, &vel) )
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{
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Point3F pos;
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mat.getColumn(3,&pos);
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Point3F screenPoint((F32)evt.mousePoint.x, (F32)evt.mousePoint.y, -1.0f);
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Point3F worldPoint;
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if (unproject(screenPoint, &worldPoint)) {
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Point3F vec = worldPoint - pos;
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lineTestStart = pos;
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vec.normalizeSafe();
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lineTestEnd = pos + vec * 1000;
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}
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}
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if (mFrameTime->getElapsedMs() > 16)
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{
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sendMouseEvent("onMouseMove", evt);
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mFrameTime->reset();
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}
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}
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void GameTSCtrl::onRender(Point2I offset, const RectI &updateRect)
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{
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// check if should bother with a render
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GameConnection * con = GameConnection::getConnectionToServer();
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bool skipRender = !con || (con->getWhiteOut() >= 1.f) || (con->getDamageFlash() >= 1.f) || (con->getBlackOut() >= 1.f);
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if(!skipRender || true)
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Parent::onRender(offset, updateRect);
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}
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//--------------------------------------------------------------------------
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DefineEngineFunction(snapToggle, void, (),,
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"@brief Prevents mouse movement from being processed\n\n"
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"In the source, whenever a mouse move event occurs "
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"GameTSCtrl::onMouseMove() is called. Whenever snapToggle() "
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"is called, it will flag a variable that can prevent this "
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"from happening: gSnapLine. This variable is not exposed to "
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"script, so you need to call this function to trigger it.\n\n"
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"@tsexample\n"
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"// Snapping is off by default, so we will toggle\n"
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"// it on first:\n"
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"PlayGui.snapToggle();\n\n"
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"// Mouse movement should be disabled\n"
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"// Let's turn it back on\n"
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"PlayGui.snapToggle();\n"
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"@endtsexample\n\n"
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|
|
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"@ingroup GuiGame")
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{
|
|
gSnapLine = !gSnapLine;
|
|
}
|
|
//
|
|
//ConsoleFunction( snapToggle, void, 1, 1, "()" )
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//{
|
|
// gSnapLine = !gSnapLine;
|
|
//}
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