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- //-----------------------------------------------------------------------------
- // 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;
- //}
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