Torque3D/Engine/source/navigation/guiNavEditorCtrl.h
2020-05-11 15:08:57 -05:00

187 lines
4.3 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2014 Daniel Buckmaster
//
// 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 _GUINAVEDITORCTRL_H_
#define _GUINAVEDITORCTRL_H_
#ifndef _EDITTSCTRL_H_
#include "gui/worldEditor/editTSCtrl.h"
#endif
#ifndef _UNDO_H_
#include "util/undo.h"
#endif
#ifndef _GIZMO_H_
#include "gui/worldEditor/gizmo.h"
#endif
#include "navMesh.h"
#include "T3D/aiPlayer.h"
struct ObjectRenderInst;
class SceneManager;
class SceneRenderState;
class BaseMatInstance;
class GuiNavEditorCtrl : public EditTSCtrl
{
typedef EditTSCtrl Parent;
friend class GuiNavEditorUndoAction;
public:
static const String mSelectMode;
static const String mLinkMode;
static const String mCoverMode;
static const String mTileMode;
static const String mTestMode;
GuiNavEditorCtrl();
~GuiNavEditorCtrl();
DECLARE_CONOBJECT(GuiNavEditorCtrl);
/// @name SimObject
/// @{
bool onAdd();
static void initPersistFields();
/// @}
/// @name GuiControl
/// @{
virtual void onSleep();
virtual void onRender(Point2I offset, const RectI &updateRect);
/// @}
/// @name EditTSCtrl
/// @{
void get3DCursor(GuiCursor *&cursor, bool &visible, const Gui3DMouseEvent &event_);
bool get3DCentre(Point3F &pos);
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 updateGuiInfo();
void renderScene(const RectI & updateRect);
/// @}
/// @name GuiNavEditorCtrl
/// @{
bool getStaticPos(const Gui3DMouseEvent & event, Point3F &tpos);
void setMode(String mode, bool sourceShortcut);
String getMode() { return mMode; }
void selectMesh(NavMesh *mesh);
void deselect();
S32 getMeshId();
S32 getPlayerId();
String mSpawnClass;
String mSpawnDatablock;
void deleteLink();
void setLinkFlags(const LinkData &d);
void buildTile();
void spawnPlayer(const Point3F &pos);
/// @}
protected:
void _prepRenderImage(SceneManager* sceneGraph, const SceneRenderState* sceneState);
void submitUndo(const UTF8 *name = "Action");
GFXStateBlockRef mZDisableSB;
GFXStateBlockRef mZEnableSB;
bool mIsDirty;
String mMode;
/// Currently-selected NavMesh.
SimObjectPtr<NavMesh> mMesh;
/// @name Link mode
/// @{
Point3F mLinkStart;
S32 mCurLink;
S32 mLink;
/// @}
/// @name Tile mode
/// @{
S32 mCurTile;
S32 mTile;
duDebugDrawTorque dd;
/// @}
/// @name Test mode
/// @{
SimObjectPtr<AIPlayer> mPlayer;
SimObjectPtr<AIPlayer> mCurPlayer;
/// @}
Gui3DMouseEvent mLastMouseEvent;
#define InvalidMousePoint Point2I(-100,-100)
Point2I mStartDragMousePoint;
};
class GuiNavEditorUndoAction : public UndoAction
{
public:
GuiNavEditorUndoAction(const UTF8* actionName) : UndoAction(actionName), mNavEditor(NULL), mObjId(NULL)
{
}
GuiNavEditorCtrl *mNavEditor;
SimObjectId mObjId;
virtual void undo();
virtual void redo() { undo(); }
};
#endif