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forked from 0ad/0ad
0ad/source/ps/Interact.h
janwas bc24974496 # sweng
forward declare SDL_event. remove SDL dependency of network code.
refs #140

This was SVN commit r4252.
2006-08-26 21:52:18 +00:00

193 lines
4.4 KiB
C++

// Interact.h
//
// Manages main-screen interaction (screen->worldspace mapping, unit selection, ordering, etc.)
// and the hotkey message processor.
// Does this belong in GUI?
// Mark Thompson (mot20@cam.ac.uk / mark@wildfiregames.com)
#include <vector>
#include "Singleton.h"
#include "simulation/EntityHandles.h"
#include "ps/Vector2D.h"
#include "lib/input.h"
#include "lib/res/handle.h"
class CVector3D;
class CUnit;
class CEntityTemplate;
class CBoundingObject;
#define MAX_BOOKMARKS 10
#define MAX_GROUPS 20
// CSelectedEntities: the singleton containing entities currently selected on the local machine.
// (including group allocations on the local machine)
struct CSelectedEntities : public Singleton<CSelectedEntities>
{
CSelectedEntities()
{
clearSelection();
m_group = -1;
m_group_highlight = -1;
m_defaultCommand = -1;
m_defaultAction = -1;
m_secondaryCommand = -1;
m_secondaryAction = -1;
m_selectionChanged = true;
m_mouseOverMM = false;
loadUnitUITextures();
}
~CSelectedEntities()
{
destroyUnitUITextures();
}
std::vector<HEntity> m_selected;
std::vector<HEntity> m_groups[MAX_GROUPS];
i8 m_group, m_group_highlight;
bool m_selectionChanged;
bool m_mouseOverMM;
int m_defaultCommand;
int m_defaultAction;
int m_secondaryCommand;
int m_secondaryAction;
void addSelection( HEntity entity );
void removeSelection( HEntity entity );
void setSelection( HEntity entity );
void clearSelection();
void removeAll( HEntity entity );
bool isSelected( HEntity entity );
CVector3D getSelectionPosition();
void addToGroup( i8 groupid, HEntity entity );
void saveGroup( i8 groupid );
void loadGroup( i8 groupid );
void addGroup( i8 groupid );
void changeGroup( HEntity entity, i8 groupid );
void highlightGroup( i8 groupid );
void highlightNone();
int getGroupCount( i8 groupid );
CVector3D getGroupPosition( i8 groupid );
void update();
void renderSelectionOutlines();
void renderOverlays();
void renderAuras();
void renderRallyPoints();
void renderBars();
void renderHealthBars();
void renderStaminaBars();
void renderRanks();
void renderBarBorders();
void destroyUnitUITextures();
int loadUnitUITextures();
std::map<CStr, Handle> m_unitUITextures;
};
// CMouseoverEntities: the singleton containing entities the mouse is currently hovering over or bandboxing
// ( for mouseover selection outlines )
struct SMouseoverFader
{
HEntity entity;
float fade;
bool isActive;
SMouseoverFader( HEntity _entity, float _fade = 0.0f, bool _active = true ) : entity( _entity ), fade( _fade ), isActive( _active ) {}
};
struct CMouseoverEntities : public Singleton<CMouseoverEntities>
{
float m_fadeinrate;
float m_fadeoutrate;
float m_fademaximum;
CVector2D m_worldposition;
HEntity m_target;
HEntity m_lastTarget;
bool m_targetChanged;
bool m_bandbox, m_viewall;
u16 m_x1, m_y1, m_x2, m_y2;
CMouseoverEntities()
{
m_bandbox = false;
m_viewall = false;
m_fadeinrate = 1.0f;
m_fadeoutrate = 2.0f;
m_fademaximum = 0.5f;
m_mouseover.clear();
m_targetChanged = true;
}
std::vector<SMouseoverFader> m_mouseover;
void update( float timestep );
void addSelection();
void removeSelection();
void setSelection();
void expandAcrossScreen();
void expandAcrossWorld();
void renderSelectionOutlines();
void renderOverlays();
void renderRallyPoints();
void renderAuras();
void renderBars();
void renderHealthBars();
void renderStaminaBars();
void renderRanks();
void renderBarBorders();
bool isBandbox() { return( m_bandbox ); }
void startBandbox( u16 x, u16 y );
void stopBandbox();
};
struct CBuildingPlacer : public Singleton<CBuildingPlacer>
{
CBuildingPlacer()
{
m_active = false;
m_actor = 0;
m_bounds = 0;
}
CStrW m_templateName;
CEntityTemplate* m_template;
bool m_active;
bool m_clicked;
bool m_dragged;
float m_angle;
bool m_valid;
float m_timeSinceClick;
float m_totalTime;
CVector3D clickPos;
CUnit* m_actor;
CBoundingObject* m_bounds;
bool activate( CStrW& templateName );
void deactivate();
void mousePressed();
void mouseReleased();
void update( float timeStep );
};
bool isMouseoverType( CEntity* ev, void* userdata );
bool isOnScreen( CEntity* ev, void* userdata );
void StartCustomSelection();
void ResetInteraction();
InReaction interactInputHandler( const SDL_Event_* ev );
#define g_Selection CSelectedEntities::GetSingleton()
#define g_Mouseover CMouseoverEntities::GetSingleton()
#define g_BuildingPlacer CBuildingPlacer::GetSingleton()