//----------------------------------------------------------------------------- // 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 _GAMETSCTRL_H_ #define _GAMETSCTRL_H_ #ifndef _GAME_H_ #include "app/game.h" #endif #ifndef _GUITSCONTROL_H_ #include "gui/3d/guiTSControl.h" #endif class ProjectileData; class GameBase; //---------------------------------------------------------------------------- class GameTSCtrl : public GuiTSCtrl { private: typedef GuiTSCtrl Parent; void sendMouseEvent(const char *name, const GuiEvent &evt); protected: PlatformTimer *mFrameTime; public: GameTSCtrl(); /// @name Callbacks /// @{ DECLARE_CALLBACK(void, onMouseDown, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); DECLARE_CALLBACK(void, onRightMouseDown, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); DECLARE_CALLBACK(void, onMiddleMouseDown, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); DECLARE_CALLBACK(void, onMouseUp, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); DECLARE_CALLBACK(void, onRightMouseUp, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); DECLARE_CALLBACK(void, onMiddleMouseUp, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); DECLARE_CALLBACK(void, onMouseDragged, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); DECLARE_CALLBACK(void, onRightMouseDragged, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); DECLARE_CALLBACK(void, onMiddleMouseDragged, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); DECLARE_CALLBACK(void, onMouseWheelUp, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); DECLARE_CALLBACK(void, onMouseWheelDown, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); DECLARE_CALLBACK(void, onMouseMove, (const Point2I& screenPosition, const Point3F& worldPosition, const Point3F& clickVector)); /// } DECLARE_CONOBJECT(GameTSCtrl); DECLARE_DESCRIPTION( "A control that renders a 3D view from the current control object." ); bool processCameraQuery(CameraQuery *query) override; void renderWorld(const RectI &updateRect) override; // GuiControl void onMouseDown(const GuiEvent &evt) override; void onRightMouseDown(const GuiEvent &evt) override; void onMiddleMouseDown(const GuiEvent &evt) override; void onMouseUp(const GuiEvent &evt) override; 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; bool onAdd() override; }; #endif