f02eab8aba
This was SVN commit r795.
123 lines
3.2 KiB
C++
Executable File
123 lines
3.2 KiB
C++
Executable File
// Interact.h
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//
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// Manages main-screen interaction (screen->worldspace mapping, unit selection, ordering, etc.)
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// and the hotkey message processor.
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// Does this belong in GUI?
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// Mark Thompson (mot20@cam.ac.uk / mark@wildfiregames.com)
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#include <vector>
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#include "Singleton.h"
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#include "Entity.h"
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#include "EntityManager.h"
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#include "EntityMessage.h"
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#include "Scheduler.h"
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#include "Camera.h"
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// In it's current incarnation, inefficient but pretty
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#define SELECTION_TERRAIN_CONFORMANCE
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#define SELECTION_CIRCLE_POINTS 25
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#define SELECTION_BOX_POINTS 10
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// CSelectedEntities: the singleton containing entities currently selected on the local machine.
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// (including group allocations on the local machine)
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struct CSelectedEntities : public Singleton<CSelectedEntities>
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{
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CSelectedEntities() { clearSelection(); m_group = 255; m_group_highlight = 255; m_contextOrder = -1; }
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std::vector<CEntity*> m_selected;
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std::vector<CEntity*> m_groups[10];
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u8 m_group, m_group_highlight;
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int m_contextOrder;
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void addSelection( CEntity* entity );
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void removeSelection( CEntity* entity );
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void setSelection( CEntity* entity );
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void clearSelection();
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void removeAll( CEntity* entity );
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bool isSelected( CEntity* entity );
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CVector3D getSelectionPosition();
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void saveGroup( u8 groupid );
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void loadGroup( u8 groupid );
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void addGroup( u8 groupid );
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void changeGroup( CEntity* entity, u8 groupid );
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void highlightGroup( u8 groupid );
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void highlightNone();
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int getGroupCount( u8 groupid );
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CVector3D getGroupPosition( u8 groupid );
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void update();
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bool isContextValid( int contextOrder );
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void contextOrder( bool pushQueue = false );
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bool nextContext();
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bool previousContext();
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void renderSelectionOutlines();
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void renderOverlays();
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};
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// CMouseoverEntities: the singleton containing entities the mouse is currently hovering over or bandboxing
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// ( for mouseover selection outlines )
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struct SMouseoverFader
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{
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CEntity* entity;
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float fade;
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bool isActive;
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SMouseoverFader( CEntity* _entity, float _fade = 0.0f, bool _active = true ) : entity( _entity ), fade( _fade ), isActive( _active ) {}
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};
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struct CMouseoverEntities : public Singleton<CMouseoverEntities>
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{
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float m_fadeinrate;
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float m_fadeoutrate;
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float m_fademaximum;
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CEntity* m_target;
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bool m_bandbox, m_viewall;
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u16 m_x1, m_y1, m_x2, m_y2;
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CMouseoverEntities()
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{
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m_bandbox = false;
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m_viewall = false;
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m_fadeinrate = 1.0f;
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m_fadeoutrate = 2.0f;
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m_fademaximum = 0.5f;
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m_mouseover.clear();
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}
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std::vector<SMouseoverFader> m_mouseover;
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void update( float timestep );
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void addSelection();
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void removeSelection();
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void setSelection();
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void expandAcrossScreen();
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void expandAcrossWorld();
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void renderSelectionOutlines();
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void renderOverlays();
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bool isBandbox() { return( m_bandbox ); }
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void startBandbox( u16 x, u16 y );
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void stopBandbox();
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};
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bool isMouseoverType( CEntity* ev );
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bool isOnScreen( CEntity* ev );
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void pushCameraTarget( const CVector3D& target );
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void setCameraTarget( const CVector3D& target );
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void popCameraTarget();
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int interactInputHandler( const SDL_Event* ev );
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extern std::vector<CVector3D> cameraTargets;
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extern CVector3D cameraDelta;
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#define g_Selection CSelectedEntities::GetSingleton()
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#define g_Mouseover CMouseoverEntities::GetSingleton()
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