//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #include "T3D/gameTSCtrl.h" #include "console/consoleTypes.h" #include "T3D/gameBase/gameBase.h" #include "T3D/gameBase/gameConnection.h" #include "T3D/shapeBase.h" #include "T3D/gameFunctions.h" #include "console/engineAPI.h" //--------------------------------------------------------------------------- // Debug stuff: Point3F lineTestStart = Point3F(0, 0, 0); Point3F lineTestEnd = Point3F(0, 1000, 0); Point3F lineTestIntersect = Point3F(0, 0, 0); bool gSnapLine = false; //---------------------------------------------------------------------------- // Class: GameTSCtrl //---------------------------------------------------------------------------- IMPLEMENT_CONOBJECT(GameTSCtrl); // See Torque manual (.CHM) for more information ConsoleDocClass( GameTSCtrl, "@brief The main 3D viewport for a Torque 3D game.\n\n" "@ingroup Gui3D\n"); IMPLEMENT_CALLBACK(GameTSCtrl, onMouseDown, void, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& 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 Point2I& screenPosition, const Point3F& worldPosition, const Point3F& 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 Point2I& screenPosition, const Point3F& worldPosition, const Point3F& 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 Point2I& screenPosition, const Point3F& worldPosition, const Point3F& 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 Point2I& screenPosition, const Point3F& worldPosition, const Point3F& 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 Point2I& screenPosition, const Point3F& worldPosition, const Point3F& 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 Point2I& screenPosition, const Point3F& worldPosition, const Point3F& 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 Point2I& screenPosition, const Point3F& worldPosition, const Point3F& 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 Point2I& screenPosition, const Point3F& worldPosition, const Point3F& 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 Point2I& screenPosition, const Point3F& worldPosition, const Point3F& 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 Point2I& screenPosition, const Point3F& worldPosition, const Point3F& 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 Point2I& screenPosition, const Point3F& worldPosition, const Point3F& 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" ); GameTSCtrl::GameTSCtrl() { mFrameTime = PlatformTimer::create(); } //--------------------------------------------------------------------------- bool GameTSCtrl::onAdd() { if ( !Parent::onAdd() ) return false; return true; } //--------------------------------------------------------------------------- bool GameTSCtrl::processCameraQuery(CameraQuery *camq) { GameUpdateCameraFov(); return GameProcessCameraQuery(camq); } //--------------------------------------------------------------------------- void GameTSCtrl::renderWorld(const RectI &updateRect) { GameRenderWorld(); } //------------------------------------------------------------------------------ void GameTSCtrl::sendMouseEvent(const char *name, const GuiEvent &event) { // write screen position Point2I screenPosition = event.mousePoint; // write world position Point3F worldPosition; mLastCameraQuery.cameraMatrix.getColumn(3, &worldPosition); // write click vector Point3F fp(event.mousePoint.x, event.mousePoint.y, 1.0); Point3F clickVector; unproject(fp, &clickVector); clickVector -= worldPosition; clickVector.normalizeSafe(); if (dStricmp(name, "onMouseDown") == 0) onMouseDown_callback(screenPosition, worldPosition, clickVector); else if (dStricmp(name, "onRightMouseDown") == 0) onRightMouseDown_callback(screenPosition, worldPosition, clickVector); else if (dStricmp(name, "onMiddleMouseDown") == 0) onMiddleMouseDown_callback(screenPosition, worldPosition, clickVector); else if (dStricmp(name, "onMouseUp") == 0) onMouseUp_callback(screenPosition, worldPosition, clickVector); else if (dStricmp(name, "onRightMouseUp") == 0) onRightMouseUp_callback(screenPosition, worldPosition, clickVector); else if (dStricmp(name, "onMiddleMouseUp") == 0) onMiddleMouseUp_callback(screenPosition, worldPosition, clickVector); else if (dStricmp(name, "onMouseDragged") == 0) onMouseDragged_callback(screenPosition, worldPosition, clickVector); else if (dStricmp(name, "onRightMouseDragged") == 0) onRightMouseDragged_callback(screenPosition, worldPosition, clickVector); else if (dStricmp(name, "onMiddleMouseDragged") == 0) onMiddleMouseDragged_callback(screenPosition, worldPosition, clickVector); else if (dStricmp(name, "onMouseWheelUp") == 0) onMouseWheelUp_callback(screenPosition, worldPosition, clickVector); else if (dStricmp(name, "onMouseWheelDown") == 0) onMouseWheelDown_callback(screenPosition, worldPosition, clickVector); else if (dStricmp(name, "onMouseMove") == 0) onMouseMove_callback(screenPosition, worldPosition, clickVector); } void GameTSCtrl::onMouseDown(const GuiEvent &evt) { Parent::onMouseDown(evt); sendMouseEvent("onMouseDown", evt); } void GameTSCtrl::onRightMouseDown(const GuiEvent &evt) { Parent::onRightMouseDown(evt); sendMouseEvent("onRightMouseDown", evt); } void GameTSCtrl::onMiddleMouseDown(const GuiEvent &evt) { Parent::onMiddleMouseDown(evt); sendMouseEvent("onMiddleMouseDown", evt); } void GameTSCtrl::onMouseUp(const GuiEvent &evt) { Parent::onMouseUp(evt); sendMouseEvent("onMouseUp", evt); } void GameTSCtrl::onRightMouseUp(const GuiEvent &evt) { Parent::onRightMouseUp(evt); sendMouseEvent("onRightMouseUp", evt); } void GameTSCtrl::onMiddleMouseUp(const GuiEvent &evt) { Parent::onMiddleMouseUp(evt); sendMouseEvent("onMiddleMouseUp", evt); } void GameTSCtrl::onMouseDragged(const GuiEvent &evt) { Parent::onMouseDragged(evt); if (mFrameTime && mFrameTime->getElapsedMs() > 16) { sendMouseEvent("onMouseDragged", evt); mFrameTime->reset(); } } void GameTSCtrl::onRightMouseDragged(const GuiEvent &evt) { Parent::onRightMouseDragged(evt); if (mFrameTime && mFrameTime->getElapsedMs() > 16) { sendMouseEvent("onRightMouseDragged", evt); mFrameTime->reset(); } } void GameTSCtrl::onMiddleMouseDragged(const GuiEvent &evt) { Parent::onMiddleMouseDragged(evt); if (mFrameTime && mFrameTime->getElapsedMs() > 16) { sendMouseEvent("onMiddleMouseDragged", evt); mFrameTime->reset(); } } 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) { if(gSnapLine) return; MatrixF mat; Point3F vel; if ( GameGetCameraTransform(&mat, &vel) ) { Point3F pos; mat.getColumn(3,&pos); Point3F screenPoint((F32)evt.mousePoint.x, (F32)evt.mousePoint.y, -1.0f); Point3F worldPoint; if (unproject(screenPoint, &worldPoint)) { Point3F vec = worldPoint - pos; lineTestStart = pos; vec.normalizeSafe(); lineTestEnd = pos + vec * 1000; } } if (mFrameTime->getElapsedMs() > 16) { sendMouseEvent("onMouseMove", evt); mFrameTime->reset(); } } void GameTSCtrl::onRender(Point2I offset, const RectI &updateRect) { // check if should bother with a render GameConnection * con = GameConnection::getConnectionToServer(); bool skipRender = !con || (con->getWhiteOut() >= 1.f) || (con->getDamageFlash() >= 1.f) || (con->getBlackOut() >= 1.f); if(!skipRender || true) Parent::onRender(offset, updateRect); } //-------------------------------------------------------------------------- DefineEngineFunction(snapToggle, void, (),, "@brief Prevents mouse movement from being processed\n\n" "In the source, whenever a mouse move event occurs " "GameTSCtrl::onMouseMove() is called. Whenever snapToggle() " "is called, it will flag a variable that can prevent this " "from happening: gSnapLine. This variable is not exposed to " "script, so you need to call this function to trigger it.\n\n" "@tsexample\n" "// Snapping is off by default, so we will toggle\n" "// it on first:\n" "PlayGui.snapToggle();\n\n" "// Mouse movement should be disabled\n" "// Let's turn it back on\n" "PlayGui.snapToggle();\n" "@endtsexample\n\n" "@ingroup GuiGame") { gSnapLine = !gSnapLine; } // //ConsoleFunction( snapToggle, void, 1, 1, "()" ) //{ // gSnapLine = !gSnapLine; //}