2012-05-29 13:31:11 +00:00
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef R2_TOOL_CREATE_ENTITY_H
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#define R2_TOOL_CREATE_ENTITY_H
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#include "tool_choose_pos.h"
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#include "nel/misc/vector.h"
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#include "prim_render.h"
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#include "../decal.h"
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#include "auto_group.h"
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#include "displayer_visual_entity.h"
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class CEntity;
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class CLuaObject;
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namespace R2
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{
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/**
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* Tool to create an entity or an array of entities in the scene
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* A transparent version of the entity to be created is drawn under the mouse
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* at the creation position
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*/
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class CToolCreateEntity : public CToolChoosePos
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{
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public:
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NLMISC_DECLARE_CLASS(R2::CToolCreateEntity);
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CToolCreateEntity() { nlassert(0); }
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~CToolCreateEntity();
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//
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CToolCreateEntity(uint ghostSlot, const std::string &paletteId, bool arrayMode);
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const std::string &getPaletteId() const { return _PaletteId; }
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protected:
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// from CTool
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virtual void onActivate();
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//
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virtual void updateBeforeRender();
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virtual void updateAfterRender();
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virtual bool onMouseLeftButtonClicked();
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virtual bool onMouseRightButtonClicked();
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// from CToolChoosePos
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virtual void commit(const NLMISC::CVector &createPosition, float createAngle);
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virtual void updateInvalidCursorOnUI();
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virtual bool stopAfterCommit() const;
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virtual void cancel();
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private:
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enum TCreateState
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{
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CreateSingle = 0,
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ChooseArrayOrigin,
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DrawArray
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};
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private:
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TCreateState _CreateState;
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std::string _PaletteId;
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std::string _EntityCategory;
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CAutoGroup _AutoGroup;
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CVector _ArrayOrigin;
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CVector _ArrayEnd;
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float _ArrayDefaultAngle;
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bool _ValidArray;
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enum TArrayWantedAction
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{
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ArrayActionNone = 0, ArrayActionValidate, ArrayActionCancel
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};
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TArrayWantedAction _ArrayWantedAction;
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std::vector<CDisplayerVisualEntity::TRefPtr> _ArrayElements; // ghost elements forming the array before it is drawn
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private:
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/** Create an entity in scenario (possibly a ghost one) from a CEntityCL
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* \return InstanceId of the newly created entity.
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*/
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std::string cloneEntityIntoScenario(CEntityCL *clonee,
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const NLMISC::CVector &createPosition,
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float createAngle,
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bool newAction,
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bool createGhost
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);
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// array management
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void updateAutoGroup();
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void updateArray(CEntityCL *clonee);
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void commitArray();
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void clearArray();
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bool isBotObjectSheet(const NLMISC::CSheetId &sheetId) const;
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};
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} // R2
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#endif
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