Torque3D/Engine/source/gui/worldEditor/guiMissionArea.h
2025-01-23 22:12:57 +00:00

159 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_REFACTOR(GuiMissionAreaCtrl, HandleBitmap, GFXDefaultGUIProfile)
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);
public:
GuiMissionAreaCtrl();
virtual ~GuiMissionAreaCtrl();
DECLARE_CONOBJECT(GuiMissionAreaCtrl);
// SimObject
bool onAdd() override;
static void initPersistFields();
// GuiControl
void onRender(Point2I offset, const RectI &updateRect) override;
bool onWake() override;
void onSleep() override;
void onMouseUp(const GuiEvent & event) override;
void onMouseDown(const GuiEvent & event) override;
void onMouseMove(const GuiEvent & event) override;
void onMouseDragged(const GuiEvent & event) override;
void onMouseEnter(const GuiEvent & event) override;
void onMouseLeave(const GuiEvent & event) override;
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(0)
{
}
GuiMissionAreaCtrl *mMissionAreaEditor;
SimObjectId mObjId;
RectI mArea;
void undo() override;
void redo() override { undo(); }
};
#endif // _GUIMISSIONAREA_H_