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gameTSCtrl mouse refactor

GameTSCtrl mouse refactoring to make consistent with scripting call backs.
Olathuss 10 mesiacov pred
rodič
commit
f9b445119f
2 zmenil súbory, kde vykonal 292 pridanie a 14 odobranie
  1. 266 14
      Engine/source/T3D/gameTSCtrl.cpp
  2. 26 0
      Engine/source/T3D/gameTSCtrl.h

+ 266 - 14
Engine/source/T3D/gameTSCtrl.cpp

@@ -45,6 +45,175 @@ ConsoleDocClass( GameTSCtrl,
 	"@brief The main 3D viewport for a Torque 3D game.\n\n"
 	"@ingroup Gui3D\n");
 
+IMPLEMENT_CALLBACK(GameTSCtrl, onMouseDown, void, (const char* screenPosition, const char* worldPosition, const char* clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the left mouse button is pressed while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse was pressed during this callback.\n\n"
+   "@param worldPosition Position of world when mouse was pressed during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse was pressed during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse was pressed down in this control, causing the callback\n"
+   "GameTSCtrl::onMouseDown(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onRightMouseDown, void, (const char* screenPosition, const char* worldPosition, const char* clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the right mouse button is pressed while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse was pressed during this callback.\n\n"
+   "@param worldPosition Position of world when mouse was pressed during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse was pressed during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse was pressed down in this control, causing the callback\n"
+   "GameTSCtrl::onRightMouseDown(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onMiddleMouseDown, void, (const char* screenPosition, const char* worldPosition, const char* clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the middle mouse button is pressed while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse was pressed during this callback.\n\n"
+   "@param worldPosition Position of world when mouse was pressed during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse was pressed during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse was pressed down in this control, causing the callback\n"
+   "GameTSCtrl::onMiddleMouseDown(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onMouseUp, void, (const char* screenPosition, const char* worldPosition, const char* clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the left mouse button is released while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse was released during this callback.\n\n"
+   "@param worldPosition Position of world when mouse was released during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse was released during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse was released down in this control, causing the callback\n"
+   "GameTSCtrl::onMouseUp(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onRightMouseUp, void, (const char* screenPosition, const char* worldPosition, const char* clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the right mouse button is released while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse was released during this callback.\n\n"
+   "@param worldPosition Position of world when mouse was released during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse was released during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse was released down in this control, causing the callback\n"
+   "GameTSCtrl::onRightMouseUp(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onMiddleMouseUp, void, (const char* screenPosition, const char* worldPosition, const char* clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the middle mouse button is released while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse was released during this callback.\n\n"
+   "@param worldPosition Position of world when mouse was released during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse was released during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse was released down in this control, causing the callback\n"
+   "GameTSCtrl::onMiddleMouseUp(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onMouseDragged, void, (const char* screenPosition, const char* worldPosition, const char* clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the left mouse button is dragged while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse was dragged during this callback.\n\n"
+   "@param worldPosition Position of world when mouse was dragged during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse was dragged during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse was dragged down in this control, causing the callback\n"
+   "GameTSCtrl::onMouseDragged(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onRightMouseDragged, void, (const char* screenPosition, const char* worldPosition, const char* clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the right mouse button is dragged while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse was dragged during this callback.\n\n"
+   "@param worldPosition Position of world when mouse was dragged during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse was dragged during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse was dragged down in this control, causing the callback\n"
+   "GameTSCtrl::onRightMouseDragged(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onMiddleMouseDragged, void, (const char* screenPosition, const char* worldPosition, const char* clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the middle mouse button is dragged while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse was dragged during this callback.\n\n"
+   "@param worldPosition Position of world when mouse was dragged during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse was dragged during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse was dragged down in this control, causing the callback\n"
+   "GameTSCtrl::onMiddleMouseDragged(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onMouseWheelUp, void, (const char* screenPosition, const char* worldPosition, const char* clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the mouse wheel up is pressed while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse wheel up was pressed during this callback.\n\n"
+   "@param worldPosition Position of world when mouse wheel up was pressed during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse wheel up was pressed during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse wheel up was pressed in this control, causing the callback\n"
+   "GameTSCtrl::onMouseWheelUp(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onMouseWheelDown, void, (const char* screenPosition, const char* worldPosition, const char* clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the mouse wheel down is pressed while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse wheel down was pressed during this callback.\n\n"
+   "@param worldPosition Position of world when mouse wheel down was pressed during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse wheel down was pressed during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse wheel down was pressed in this control, causing the callback\n"
+   "GameTSCtrl::onMouseWheelDown(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+);
+
+IMPLEMENT_CALLBACK(GameTSCtrl, onMouseMove, void, (const char* screenPosition, const char* worldPosition, const char* clickVector), (screenPosition, worldPosition, clickVector),
+   "@brief Callback that occurs whenever the mouse is moved (without dragging) while in this control.\n\n"
+   "@param screenPosition Position of screen when mouse was moved during this callback.\n\n"
+   "@param worldPosition Position of world when mouse was moved during this callback.\n\n"
+   "@param clickVector Vector for the click when mouse was moved during this callback.\n\n"
+   "@tsexample\n"
+   "// Mouse was moved down in this control, causing the callback\n"
+   "GameTSCtrl::onMouseMove(%this,%screenPosition,%worldPosition,%clickVector)\n"
+   "{\n"
+   "	// Code to call when a mouse event occurs.\n"
+   "}\n"
+   "@endtsexample\n\n"
+   "@see GuiTSCtrl\n\n"
+);
+
 GameTSCtrl::GameTSCtrl()
 {
 }
@@ -96,46 +265,129 @@ void GameTSCtrl::makeScriptCall(const char *func, const GuiEvent &evt) const
    Con::executef( (SimObject*)this, func, sp, wp, vec );
 }
 
+//------------------------------------------------------------------------------
+void GameTSCtrl::sendMouseEvent(const char *name, const GuiEvent &event)
+{
+   // write screen position
+   char* sp = Con::getArgBuffer(32);
+   dSprintf(sp, 32, "%d %d", event.mousePoint.x, event.mousePoint.y);
+
+   // write world position
+   char* wp = Con::getArgBuffer(32);
+   Point3F camPos;
+   mLastCameraQuery.cameraMatrix.getColumn(3, &camPos);
+   dSprintf(wp, 32, "%g %g %g", camPos.x, camPos.y, camPos.z);
+
+   // write click vector
+   char* vec = Con::getArgBuffer(32);
+   Point3F fp(event.mousePoint.x, event.mousePoint.y, 1.0);
+   Point3F ray;
+   unproject(fp, &ray);
+   ray -= camPos;
+   ray.normalizeSafe();
+   dSprintf(vec, 32, "%g %g %g", ray.x, ray.y, ray.z);
+
+   if (dStricmp(name, "onMouseDown") == 0)
+      onMouseDown_callback(sp, wp, vec);
+   else if (dStricmp(name, "onRightMouseDown") == 0)
+      onRightMouseDown_callback(sp, wp, vec);
+   else if (dStricmp(name, "onMiddleMouseDown") == 0)
+      onMiddleMouseDown_callback(sp, wp, vec);
+   else if (dStricmp(name, "onMouseUp") == 0)
+      onMouseUp_callback(sp, wp, vec);
+   else if (dStricmp(name, "onRightMouseUp") == 0)
+      onRightMouseUp_callback(sp, wp, vec);
+   else if (dStricmp(name, "onMiddleMouseUp") == 0)
+      onMiddleMouseUp_callback(sp, wp, vec);
+   else if (dStricmp(name, "onMouseDragged") == 0)
+      onMouseDragged_callback(sp, wp, vec);
+   else if (dStricmp(name, "onRightMouseDragged") == 0)
+      onRightMouseDragged_callback(sp, wp, vec);
+   else if (dStricmp(name, "onMiddleMouseDragged") == 0)
+      onMiddleMouseDragged_callback(sp, wp, vec);
+   else if (dStricmp(name, "onMouseWheelUp") == 0)
+      onMouseWheelUp_callback(sp, wp, vec);
+   else if (dStricmp(name, "onMouseWheelDown") == 0)
+      onMouseWheelDown_callback(sp, wp, vec);
+   else if (dStricmp(name, "onMouseMove") == 0)
+      onMouseMove_callback(sp, wp, vec);
+}
+
 void GameTSCtrl::onMouseDown(const GuiEvent &evt)
 {
    Parent::onMouseDown(evt);
-   if( isMethod( "onMouseDown" ) )
-      makeScriptCall( "onMouseDown", evt );
+
+   sendMouseEvent("onMouseDown", evt);
 }
 
 void GameTSCtrl::onRightMouseDown(const GuiEvent &evt)
 {
    Parent::onRightMouseDown(evt);
-   if( isMethod( "onRightMouseDown" ) )
-      makeScriptCall( "onRightMouseDown", evt );
+
+   sendMouseEvent("onRightMouseDown", evt);
 }
 
 void GameTSCtrl::onMiddleMouseDown(const GuiEvent &evt)
 {
    Parent::onMiddleMouseDown(evt);
-   if( isMethod( "onMiddleMouseDown" ) )
-      makeScriptCall( "onMiddleMouseDown", evt );
+
+   sendMouseEvent("onMiddleMouseDown", evt);
 }
 
 void GameTSCtrl::onMouseUp(const GuiEvent &evt)
 {
    Parent::onMouseUp(evt);
-   if( isMethod( "onMouseUp" ) )
-      makeScriptCall( "onMouseUp", evt );
+
+   sendMouseEvent("onMouseUp", evt);
 }
 
 void GameTSCtrl::onRightMouseUp(const GuiEvent &evt)
 {
    Parent::onRightMouseUp(evt);
-   if( isMethod( "onRightMouseUp" ) )
-      makeScriptCall( "onRightMouseUp", evt );
+
+   sendMouseEvent("onRightMouseUp", evt);
 }
 
 void GameTSCtrl::onMiddleMouseUp(const GuiEvent &evt)
 {
    Parent::onMiddleMouseUp(evt);
-   if( isMethod( "onMiddleMouseUp" ) )
-      makeScriptCall( "onMiddleMouseUp", evt );
+
+   sendMouseEvent("onMiddleMouseUp", evt);
+}
+
+void GameTSCtrl::onMouseDragged(const GuiEvent &evt)
+{
+   Parent::onMouseDragged(evt);
+
+   sendMouseEvent("onMouseDragged", evt);
+}
+
+void GameTSCtrl::onRightMouseDragged(const GuiEvent &evt)
+{
+   Parent::onRightMouseDragged(evt);
+
+   sendMouseEvent("onRightMouseDragged", evt);
+}
+
+void GameTSCtrl::onMiddleMouseDragged(const GuiEvent &evt)
+{
+   Parent::onMiddleMouseDragged(evt);
+
+   sendMouseEvent("onMiddleMouseDragged", evt);
+}
+
+bool GameTSCtrl::onMouseWheelUp(const GuiEvent &evt)
+{
+   sendMouseEvent("onMouseWheelUp", evt);
+
+   return Parent::onMouseWheelUp(evt);
+}
+
+bool GameTSCtrl::onMouseWheelDown(const GuiEvent &evt)
+{
+   sendMouseEvent("onMouseWheelDown", evt);
+
+   return Parent::onMouseWheelDown(evt);
 }
 
 void GameTSCtrl::onMouseMove(const GuiEvent &evt)
@@ -158,8 +410,8 @@ void GameTSCtrl::onMouseMove(const GuiEvent &evt)
          lineTestEnd = pos + vec * 1000;
       }
    }
-   if (isMethod("onMouseMove"))
-      makeScriptCall("onMouseMove", evt);
+
+   sendMouseEvent("onMouseMove", evt);
 }
 
 void GameTSCtrl::onRender(Point2I offset, const RectI &updateRect)

+ 26 - 0
Engine/source/T3D/gameTSCtrl.h

@@ -41,9 +41,28 @@ private:
 
    void makeScriptCall(const char *func, const GuiEvent &evt) const;
 
+   void sendMouseEvent(const char *name, const GuiEvent &evt);
+
 public:
    GameTSCtrl();
 
+   /// @name Callbacks
+   /// @{
+
+   DECLARE_CALLBACK(void, onMouseDown, (const char* screenPosition, const char* worldPosition, const char* clickVector));
+   DECLARE_CALLBACK(void, onRightMouseDown, (const char* screenPosition, const char* worldPosition, const char* clickVector));
+   DECLARE_CALLBACK(void, onMiddleMouseDown, (const char* screenPosition, const char* worldPosition, const char* clickVector));
+   DECLARE_CALLBACK(void, onMouseUp, (const char* screenPosition, const char* worldPosition, const char* clickVector));
+   DECLARE_CALLBACK(void, onRightMouseUp, (const char* screenPosition, const char* worldPosition, const char* clickVector));
+   DECLARE_CALLBACK(void, onMiddleMouseUp, (const char* screenPosition, const char* worldPosition, const char* clickVector));
+   DECLARE_CALLBACK(void, onMouseDragged, (const char* screenPosition, const char* worldPosition, const char* clickVector));
+   DECLARE_CALLBACK(void, onRightMouseDragged, (const char* screenPosition, const char* worldPosition, const char* clickVector));
+   DECLARE_CALLBACK(void, onMiddleMouseDragged, (const char* screenPosition, const char* worldPosition, const char* clickVector));
+   DECLARE_CALLBACK(void, onMouseWheelUp, (const char* screenPosition, const char* worldPosition, const char* clickVector));
+   DECLARE_CALLBACK(void, onMouseWheelDown, (const char* screenPosition, const char* worldPosition, const char* clickVector));
+   DECLARE_CALLBACK(void, onMouseMove, (const char* screenPosition, const char* worldPosition, const char* clickVector));
+   /// }
+
    DECLARE_CONOBJECT(GameTSCtrl);
    DECLARE_DESCRIPTION( "A control that renders a 3D view from the current control object." );
 
@@ -59,6 +78,13 @@ public:
    void onRightMouseUp(const GuiEvent &evt) override;
    void onMiddleMouseUp(const GuiEvent &evt) override;
 
+   void onMouseDragged(const GuiEvent &evt);
+   void onRightMouseDragged(const GuiEvent &evt);
+   void onMiddleMouseDragged(const GuiEvent &evt);
+
+   bool onMouseWheelUp(const GuiEvent &evt);
+   bool onMouseWheelDown(const GuiEvent &evt);
+
    void onMouseMove(const GuiEvent &evt) override;
    void onRender(Point2I offset, const RectI &updateRect) override;