Torque3D/Engine/source/afx/ui/afxTSCtrl.h
2017-07-26 19:38:34 +01:00

97 lines
3.5 KiB
C++

//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//
// 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 _AFX_TS_CTRL_H_
#define _AFX_TS_CTRL_H_
#include "app/game.h"
#include "gui/3d/guiTSControl.h"
#include "core/iTickable.h"
class GameBase;
class afxSpellBook;
//----------------------------------------------------------------------------
class afxTSCtrl : public GuiTSCtrl, public virtual ITickable
{
private:
struct Targeting
{
U8 mode;
U8 check;
};
typedef GuiTSCtrl Parent;
Point3F mMouse3DVec;
Point3F mMouse3DPos;
U32 mouse_dn_timestamp;
afxSpellBook* spellbook;
Vector<Targeting> targeting_mode;
public:
/*C*/ afxTSCtrl();
virtual bool processCameraQuery(CameraQuery *query);
virtual void renderWorld(const RectI &updateRect);
virtual void onRender(Point2I offset, const RectI &updateRect);
virtual void getCursor(GuiCursor *&cursor, bool &showCursor, const GuiEvent &lastGuiEvent);
virtual void onMouseDown(const GuiEvent&);
virtual void onMouseMove(const GuiEvent&);
virtual void onMouseDragged(const GuiEvent&);
virtual void onMouseEnter(const GuiEvent&);
virtual void onMouseLeave(const GuiEvent&);
virtual bool onMouseWheelUp(const GuiEvent&);
virtual bool onMouseWheelDown(const GuiEvent&);
virtual void onRightMouseDown(const GuiEvent&);
Point3F getMouse3DVec() {return mMouse3DVec;};
Point3F getMouse3DPos() {return mMouse3DPos;};
void setSpellBook(afxSpellBook* book);
void clearTargetingMode();
void pushTargetingMode(U8 mode, U8 check);
void popTargetingMode();
U8 getTargetingMode();
U8 getTargetingCheckMethod();
void performTargeting(const Point2I& mousePoint, U8 mode);
virtual void interpolateTick( F32 delta ) {};
virtual void processTick() {};
virtual void advanceTime( F32 timeDelta );
DECLARE_CONOBJECT(afxTSCtrl);
DECLARE_CATEGORY("AFX");
};
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#endif // _AFX_TS_CTRL_H_