khanat-opennel-code/code/ryzom/client/src/r2/tool_create_entity.h

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