openclonk/src/gui/C4MouseControl.cpp

879 lines
26 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 1998-2000, Matthes Bender
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2009-2016, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
/* Mouse input */
#include "C4Include.h"
#include "gui/C4MouseControl.h"
#include "control/C4GameControl.h"
#include "game/C4Application.h"
#include "game/C4FullScreen.h"
#include "game/C4Viewport.h"
#include "graphics/C4Draw.h"
#include "graphics/C4GraphicsResource.h"
#include "gui/C4ChatDlg.h"
#include "gui/C4Gui.h"
#include "gui/C4ScriptGuiWindow.h"
#include "landscape/C4Landscape.h"
#include "lib/StdMesh.h"
#include "object/C4Def.h"
#include "object/C4Object.h"
#include "player/C4Player.h"
#include "player/C4PlayerList.h"
const int32_t C4MC_Drag_None = 0,
C4MC_Drag_Script = 6,
C4MC_Drag_Unhandled = 7;
const int32_t C4MC_Tooltip_Delay = 20;
C4MouseControl::C4MouseControl()
{
Default();
}
C4MouseControl::~C4MouseControl()
{
Clear();
}
void C4MouseControl::Default()
{
Active=false;
Player=NO_OWNER;
pPlayer=nullptr;
Viewport=nullptr;
Cursor=0;
Caption.Clear();
CaptionBottomY=0;
VpX=VpY=0;
DownX=DownY=0;
ViewX=ViewY=0;
GuiX=GuiY=GameX=GameY=0;
LeftButtonDown=RightButtonDown=false;
LeftDoubleIgnoreUp=false;
ButtonDownOnSelection=false;
Visible=true;
InitCentered=false;
FogOfWar=false;
DragID=C4ID::None;
DragObject=nullptr;
KeepCaption=0;
Drag=C4MC_Drag_None;
Selection.Default();
TargetObject=DownTarget=nullptr;
ControlDown=false;
ShiftDown=false;
AltDown=false;
Scrolling=false;
ScrollSpeed=10;
DragImageDef=nullptr;
DragImageObject=nullptr;
fMouseOwned = true; // default mouse owned
fctViewport.Default();
}
void C4MouseControl::Clear()
{
Active = false;
Selection.Clear();
UpdateClip(); // reset mouse clipping!
}
void C4MouseControl::Execute()
{
if (!Active || !fMouseOwned) return;
// Scrolling/continuous update
if (Scrolling || !::Game.iTick5)
{
WORD wKeyState=0;
if (ControlDown) wKeyState|=MK_CONTROL;
if (ShiftDown) wKeyState|=MK_SHIFT;
if (AltDown) wKeyState|=MK_ALT;
Move(C4MC_Button_None, VpX, VpY, wKeyState);
}
}
bool C4MouseControl::Init(int32_t iPlayer)
{
Clear();
Default();
Active = true;
Player = iPlayer;
InitCentered = false;
UpdateClip();
return true;
}
void C4MouseControl::ClearPointers(C4Object *pObj)
{
if (TargetObject==pObj) TargetObject=nullptr;
if (DownTarget==pObj) DownTarget=nullptr;
if (DragObject==pObj)
{
DragObject=nullptr;
Drag=C4MC_Drag_None;
DragImageDef=nullptr;
DragImageObject=nullptr;
}
Selection.ClearPointers(pObj);
}
bool C4MouseControl::IsViewport(C4Viewport *pViewport)
{
return (Viewport==pViewport);
}
void C4MouseControl::UpdateClip()
{
#ifdef _DEBUG
// never in debug
return;
#endif
#ifdef USE_WIN32_WINDOWS
// fullscreen only
if (Application.isEditor) return;
// application or mouse control not active? remove any clips
if (!Active || !Application.Active || ::pGUI->HasMouseFocus()) { ClipCursor(nullptr); return; }
// get controlled viewport
C4Viewport *pVP=::Viewports.GetViewport(Player);
if (!pVP) { ClipCursor(nullptr); return; }
// adjust size by viewport size
RECT vpRct;
vpRct.left=pVP->OutX; vpRct.top=pVP->OutY; vpRct.right=pVP->OutX+pVP->ViewWdt; vpRct.bottom=pVP->OutY+pVP->ViewHgt;
// adjust by window pos
RECT rtWindow;
if (GetWindowRect(FullScreen.hWindow, &rtWindow))
{
vpRct.left += rtWindow.left; vpRct.top += rtWindow.top;
vpRct.right += rtWindow.left; vpRct.bottom+= rtWindow.top;
}
ClipCursor(&vpRct);
// and inform GUI
::pGUI->SetPreferredDlgRect(C4Rect(pVP->OutX, pVP->OutY, pVP->ViewWdt, pVP->ViewHgt));
#endif
//StdWindow manages this.
}
void C4MouseControl::Move(int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyFlags, bool fCenter)
{
// Control state
ControlDown=false; if (dwKeyFlags & MK_CONTROL) ControlDown=true;
ShiftDown=false; if (dwKeyFlags & MK_SHIFT) ShiftDown=true;
AltDown=false; if(dwKeyFlags & MK_ALT) AltDown=true;
// Active
if (!Active || !fMouseOwned) return;
// Execute caption
if (KeepCaption) KeepCaption--; else { Caption.Clear(); CaptionBottomY=0; }
// Check player
if (Player>NO_OWNER)
{
pPlayer=::Players.Get(Player);
if (!pPlayer) { Active=false; return; }
}
else
pPlayer = nullptr;
// Check viewport
if (!(Viewport=::Viewports.GetViewport(Player))) return;
// get view position
C4Rect rcViewport = Viewport->GetOutputRect();
fctViewport.Set(nullptr, rcViewport.x, rcViewport.y, rcViewport.Wdt, rcViewport.Hgt);
ViewX=Viewport->GetViewX(); ViewY=Viewport->GetViewY();
fctViewportGame = Viewport->last_game_draw_cgo;
fctViewportGUI = Viewport->last_gui_draw_cgo;
// First time viewport attachment: center mouse
#ifdef USE_WIN32_WINDOWS
if (!InitCentered || fCenter)
{
iX = Viewport->ViewWdt/2;
iY = Viewport->ViewHgt/2;
if (!Application.isEditor)
{
int32_t iMidX = Viewport->OutX + iX;
int32_t iMidY = Viewport->OutY + iY;
RECT rtWindow;
if (GetWindowRect(Application.pWindow->hWindow, &rtWindow))
{
iMidX += rtWindow.left; iMidY += rtWindow.top;
}
SetCursorPos(iMidX, iMidY);
}
InitCentered = true;
}
#else
if (!InitCentered || fCenter)
{
iX = Viewport->ViewWdt/2;
iY = Viewport->ViewHgt/2;
InitCentered = true;
}
#endif
// passive mode: scrolling and player buttons only
if (IsPassive())
{
if (iButton != C4MC_Button_Wheel)
{
VpX=iX; VpY=iY;
GameX=ViewX+VpX/Viewport->Zoom; GameY=ViewY+VpY/Viewport->Zoom;
GuiX=float(VpX)/Viewport->GetGUIZoom(); GuiY=float(VpY)/Viewport->GetGUIZoom();
}
UpdateScrolling();
if (iButton == C4MC_Button_LeftDown) LeftDown();
else if (iButton == C4MC_Button_LeftUp) LeftUp();
else UpdateCursorTarget();
return;
}
if (iButton != C4MC_Button_Wheel)
{
// Position
VpX=iX; VpY=iY;
GameX=ViewX+VpX/Viewport->Zoom; GameY=ViewY+VpY/Viewport->Zoom;
GuiX=float(VpX)/Viewport->GetGUIZoom(); GuiY=float(VpY)/Viewport->GetGUIZoom();
// Scrolling
UpdateScrolling();
// Fog of war
UpdateFogOfWar();
// Blocked by fog of war: evaluate button up, dragging and region controls only
if (FogOfWar && Drag == C4MC_Drag_None)
{
// Left button up
if (iButton==C4MC_Button_LeftUp)
{
LeftButtonDown=false;
// End any drag
Drag=C4MC_Drag_None;
}
// Right button up
if (iButton==C4MC_Button_RightUp)
{
RightButtonDown=false;
}
}
}
// Move execution by button/drag status
switch (iButton)
{
//------------------------------------------------------------------------------------------
case C4MC_Button_None:
switch (Drag)
{
case C4MC_Drag_Unhandled: break; // nothing to do
case C4MC_Drag_None: DragNone(); break;
case C4MC_Drag_Script: DragScript(); break;
}
break;
//------------------------------------------------------------------------------------------
case C4MC_Button_LeftDown: LeftDown(); break;
//------------------------------------------------------------------------------------------
case C4MC_Button_LeftUp: LeftUp(); break;
//------------------------------------------------------------------------------------------
case C4MC_Button_LeftDouble: LeftDouble(); break;
//------------------------------------------------------------------------------------------
case C4MC_Button_RightDown: RightDown(); break;
//------------------------------------------------------------------------------------------
case C4MC_Button_RightUp: RightUp(); break;
//------------------------------------------------------------------------------------------
case C4MC_Button_Wheel: Wheel(dwKeyFlags); break;
}
// are custom menus active?
bool menuProcessed = false;
if (pPlayer)
// adjust by viewport X/Y because the GUI windows calculate their positions (and thus check input) based on that
menuProcessed = ::Game.ScriptGuiRoot->MouseInput(iButton, iX, iY, dwKeyFlags);
if (menuProcessed)
Cursor = C4MC_Cursor_Select;
// if not caught by a menu
if (!menuProcessed)
// script handling of mouse control for everything but regular movement (which is sent at control frame intervals only)
if (iButton != C4MC_Button_None)
// not if blocked by selection object
if (!TargetObject)
// safety (can't really happen in !IsPassive, but w/e
if (pPlayer && pPlayer->ControlSet)
if (!menuProcessed && pPlayer->ControlSet->IsMouseControlAssigned(iButton))
pPlayer->Control.DoMouseInput(0 /* only 1 mouse supported so far */, iButton, GameX, GameY, GuiX, GuiY, dwKeyFlags);
}
void C4MouseControl::DoMoveInput()
{
// current mouse move to input queue
// do sanity checks
if (!Active || !fMouseOwned) return;
if (!(pPlayer=::Players.Get(Player))) return;
if (!pPlayer->ControlSet) return;
if (!pPlayer->ControlSet->IsMouseControlAssigned(C4MC_Button_None)) return;
pPlayer->Control.DoMouseInput(0 /* only 1 mouse supported so far */, C4MC_Button_None, GameX, GameY, GuiX, GuiY, (ControlDown && MK_CONTROL) | (ShiftDown && MK_SHIFT) | (AltDown && MK_ALT));
}
void C4MouseControl::Draw(C4TargetFacet &cgo, const ZoomData &GameZoom)
{
int32_t iOffsetX,iOffsetY;
float wdt = GfxR->fctMouseCursor.Wdt, hgt = GfxR->fctMouseCursor.Hgt;
// Cursor size relative to height - does not matter with current square graphics.
float zoom = Config.Graphics.MouseCursorSize / hgt;
hgt *= zoom;
wdt *= zoom;
ZoomData GuiZoom;
pDraw->GetZoom(&GuiZoom);
// Hidden
if (!Visible || !fMouseOwned) return;
// Draw selection
if (!IsPassive())
{
Selection.DrawSelectMark(cgo);
}
// Draw control
switch (Drag)
{
//------------------------------------------------------------------------------------------
case C4MC_Drag_None: case C4MC_Drag_Script: case C4MC_Drag_Unhandled:
// Hotspot offset: Usually, hotspot is in center
iOffsetX = wdt/2;
iOffsetY = hgt/2;
// calculate the hotspot for the scrolling cursors
switch (Cursor)
{
case C4MC_Cursor_Up: iOffsetY += -hgt/2; break;
case C4MC_Cursor_Down:iOffsetY += +hgt/2; break;
case C4MC_Cursor_Left: iOffsetX += -wdt/2; break;
case C4MC_Cursor_Right: iOffsetX += +wdt/2; break;
case C4MC_Cursor_UpLeft: iOffsetX += -wdt/2; iOffsetY += -hgt/2; break;
case C4MC_Cursor_UpRight: iOffsetX += +wdt/2; iOffsetY += -hgt/2; break;
case C4MC_Cursor_DownLeft: iOffsetX += -wdt/2; iOffsetY += +hgt/2; break;
case C4MC_Cursor_DownRight: iOffsetX += +wdt/2; iOffsetY += +hgt/2; break;
}
// Drag image
if (DragImageObject || DragImageDef)
{
C4DefGraphics* pGfx;
if(DragImageObject)
pGfx = DragImageObject->GetGraphics();
else
pGfx = &DragImageDef->Graphics;
// Determine image boundaries
float ImageWdt;
float ImageHgt;
if (pGfx->Type == C4DefGraphics::TYPE_Bitmap)
{
C4Def* Def = (DragImageObject ? DragImageObject->Def : DragImageDef);
ImageWdt = Def->PictureRect.Wdt;
ImageHgt = Def->PictureRect.Hgt;
}
else if (pGfx->Type == C4DefGraphics::TYPE_Mesh)
{
// Note bounding box is in OGRE coordinate system
ImageWdt = pGfx->Mesh->GetBoundingBox().y2 - pGfx->Mesh->GetBoundingBox().y1;
ImageHgt = pGfx->Mesh->GetBoundingBox().z2 - pGfx->Mesh->GetBoundingBox().z1;
}
else
{
ImageWdt = ImageHgt = 1.0f;
}
// zoom mode: Drag in GUI or Game depending on source object
bool fIsGameZoom = true;
if (Drag == C4MC_Drag_Script && DragObject && (DragObject->Category & C4D_Foreground))
fIsGameZoom = false;
// drag image in game zoom
float XDraw, YDraw, ZoomDraw;
if (fIsGameZoom)
{
pDraw->SetZoom(GameZoom);
XDraw = GameX; YDraw = GameY;
ZoomDraw = 1.0f;
}
else
{
ZoomDraw = std::min(64.0f / ImageWdt, 64.0f / ImageHgt);
XDraw = GuiX; YDraw = GuiY;
}
iOffsetX=int(ZoomDraw*ImageWdt/2);
iOffsetY=int(ZoomDraw*ImageHgt/2);
C4TargetFacet ccgo;
ccgo.Set(cgo.Surface, XDraw + cgo.X - iOffsetX, YDraw + cgo.Y - iOffsetY, float(ImageWdt)*ZoomDraw, float(ImageHgt)*ZoomDraw);
if (DragImageObject)
{
uint32_t ColorMod = DragImageObject->ColorMod;
uint32_t BlitMode = DragImageObject->BlitMode;
DragImageObject->ColorMod = (Drag == C4MC_Drag_Script) ? 0x7fffffff : (/*DragImagePhase*/false ? 0x8f7f0000 : 0x1f007f00);
DragImageObject->BlitMode = C4GFXBLIT_MOD2;
DragImageObject->DrawPicture(ccgo, false, nullptr);
DragImageObject->ColorMod = ColorMod;
DragImageObject->BlitMode = BlitMode;
}
else
{
// draw in special modulation mode
pDraw->SetBlitMode(C4GFXBLIT_MOD2);
// draw DragImage in red or green, according to the phase to be used
pDraw->ActivateBlitModulation((Drag == C4MC_Drag_Script) ? 0x7fffffff : (/*DragImagePhase*/false ? 0x8f7f0000 : 0x1f007f00));
DragImageDef->Draw(ccgo, false, pPlayer ? pPlayer->ColorDw : 0xff0000ff, nullptr, 0, 0, nullptr);
// reset color
pDraw->DeactivateBlitModulation();
pDraw->SetBlitMode(0);
}
if (fIsGameZoom) pDraw->SetZoom(GuiZoom);
// reset cursor hotspot offset for script drawing
iOffsetX = wdt/2;
iOffsetY = hgt/2;
}
// Cursor
if ( (!DragImageDef && !DragImageObject) || (Drag == C4MC_Drag_Script))
{
GfxR->fctMouseCursor.DrawX(cgo.Surface, cgo.X+GuiX-iOffsetX, cgo.Y+GuiY-iOffsetY, wdt, hgt, Cursor);
}
break;
//------------------------------------------------------------------------------------------
}
// Draw caption
if (Caption && ::pGUI)
{
C4TargetFacet cgoTip;
cgoTip = static_cast<const C4Facet &>(cgo);
C4GUI::Screen::DrawToolTip(Caption.getData(), cgoTip, cgo.X+GuiX, cgo.Y+GuiY);
}
}
void C4MouseControl::UpdateCursorTarget()
{
C4Object* OldTargetObject = TargetObject;
if (Scrolling)
{
// Scrolling: no other target
TargetObject=nullptr;
}
else
{
// Target object
TargetObject=GetTargetObject();
if (TargetObject && FogOfWar && !(TargetObject->Category & C4D_IgnoreFoW)) TargetObject = nullptr;
// Movement
if (!FogOfWar && !IsPassive()) Cursor=C4MC_Cursor_Crosshair;
// Target action
if (TargetObject && !IsPassive())
{
// default cursor for object; also set if not in FoW
Cursor=C4MC_Cursor_Crosshair;
// select custom region. Can select an object if it does not have the MD_NoClick
// flag set. If we are currently dragging then selection depends on it being a drop target.
bool CanSelect;
if(Drag == C4MC_Drag_Script)
CanSelect = (TargetObject->GetPropertyInt(P_MouseDrag) & C4MC_MD_DropTarget) != 0;
else
CanSelect = (TargetObject->GetPropertyInt(P_MouseDrag) & C4MC_MD_NoClick) == 0;
if ( (TargetObject->Category & C4D_MouseSelect) && CanSelect)
Cursor=C4MC_Cursor_Select;
else
TargetObject = nullptr;
}
// passive cursor
if (IsPassive())
Cursor=C4MC_Cursor_Passive;
// update tooltip information
if (OldTargetObject != TargetObject)
{
C4String *newTooltip = nullptr;
if (TargetObject && (Cursor == C4MC_Cursor_Select) && (TargetObject->Category & C4D_MouseSelect) && (newTooltip = TargetObject->GetPropertyStr(P_Tooltip)))
{
float objX, objY;
TargetObject->GetViewPos(objX, objY, -fctViewportGUI.X, -fctViewportGUI.Y, fctViewportGUI);
objX += TargetObject->Shape.x;
objY += TargetObject->Shape.y - TargetObject->addtop();
SetTooltipRectangle(C4Rect(objX, objY, TargetObject->Shape.Wdt, TargetObject->Shape.Hgt + TargetObject->addtop()));
SetTooltipText(StdStrBuf(newTooltip->GetCStr()));
}
else
{
SetTooltipRectangle(C4Rect(0, 0, 0, 0));
}
}
if (!KeepCaption
&& ToolTipRectangle.Wdt != 0
&& Inside(GuiX, ToolTipRectangle.x, ToolTipRectangle.x + ToolTipRectangle.Wdt)
&& Inside(GuiY, ToolTipRectangle.y, ToolTipRectangle.y + ToolTipRectangle.Hgt))
{
++TimeInTooltipRectangle;
if (TimeInTooltipRectangle >= C4MC_Tooltip_Delay)
{
Caption = TooltipText;
}
}
else
{
// disable tooltip pop-up; whatever set it in the first place will set it again on the next mouse-enter
TimeInTooltipRectangle = 0;
ToolTipRectangle.Wdt = 0;
}
}
// Make a script callback if the object being hovered changes
if(!IsPassive() && OldTargetObject != TargetObject)
{
// TODO: This might put a heavy load on the network, depending on the number of
// selectable objects around. If it turns out to be a problem we might want to
// deduce these hover callbacks client-side instead.
// Or, make sure to send this at most once per control frame.
Game.Input.Add(CID_PlrMouseMove, C4ControlPlayerMouse::Hover(::Players.Get(Player), TargetObject, OldTargetObject, DragObject));
}
}
int32_t C4MouseControl::UpdateSingleSelection()
{
// Set single selection if cursor on selection object (clear prior object selection)
if (TargetObject && (Cursor==C4MC_Cursor_Select))
{ Selection.Clear(); Selection.Add(TargetObject, C4ObjectList::stNone); }
// Cursor has moved off single object (or target object) selection: clear selection
else if (Selection.GetObject())
if (::Players.Get(Player)->ObjectInCrew(Selection.GetObject())
|| (Selection.GetObject()->Category & C4D_MouseSelect))
Selection.Clear();
return Selection.ObjectCount();
}
void C4MouseControl::UpdateScrolling()
{
// Assume no scrolling
Scrolling=false;
// No scrolling if disabled by player
if (pPlayer) if (pPlayer->IsViewLocked()) return;
// Scrolling on border
if (VpX==0)
{ Cursor=C4MC_Cursor_Left; ScrollView(-ScrollSpeed/Viewport->Zoom,0,Viewport->ViewWdt/Viewport->Zoom,Viewport->ViewHgt/Viewport->Zoom); Scrolling=true; }
if (VpY==0)
{ Cursor=C4MC_Cursor_Up; ScrollView(0,-ScrollSpeed/Viewport->Zoom,Viewport->ViewWdt/Viewport->Zoom,Viewport->ViewHgt/Viewport->Zoom); Scrolling=true; }
if (VpX==Viewport->ViewWdt-1)
{ Cursor=C4MC_Cursor_Right; ScrollView(+ScrollSpeed/Viewport->Zoom,0,Viewport->ViewWdt/Viewport->Zoom,Viewport->ViewHgt/Viewport->Zoom); Scrolling=true; }
if (VpY==Viewport->ViewHgt-1)
{ Cursor=C4MC_Cursor_Down; ScrollView(0,+ScrollSpeed/Viewport->Zoom,Viewport->ViewWdt/Viewport->Zoom,Viewport->ViewHgt/Viewport->Zoom); Scrolling=true; }
// Set correct cursor
if ((VpX==0) && (VpY==0)) Cursor=C4MC_Cursor_UpLeft;
if ((VpX==Viewport->ViewWdt-1) && (VpY==0)) Cursor=C4MC_Cursor_UpRight;
if ((VpX==0) && (VpY==Viewport->ViewHgt-1)) Cursor=C4MC_Cursor_DownLeft;
if ((VpX==Viewport->ViewWdt-1) && (VpY==Viewport->ViewHgt-1)) Cursor=C4MC_Cursor_DownRight;
}
void C4MouseControl::LeftDown()
{
// Set flag
LeftButtonDown=true;
// Store down values (same MoveRightDown -> use StoreDown)
DownX=GameX; DownY=GameY;
DownTarget=TargetObject;
}
void C4MouseControl::LeftUp()
{
// Ignore left up after double click
if (LeftDoubleIgnoreUp)
{
LeftDoubleIgnoreUp=false;
}
else
{
// Evaluate by drag status
switch (Drag)
{
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case C4MC_Drag_Unhandled: // nobreak
case C4MC_Drag_None: LeftUpDragNone(); break;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case C4MC_Drag_Script: ButtonUpDragScript(); break;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
}
}
// Update status flag
LeftButtonDown=false;
if(!RightButtonDown) DownTarget = nullptr;
}
void C4MouseControl::DragNone()
{
// Cursor movement
UpdateCursorTarget();
// Update selection
UpdateSingleSelection();
// Button down: begin drag
if ( (LeftButtonDown || RightButtonDown)
&& ((Abs(GameX-DownX)>C4MC_DragSensitivity) || (Abs(GameY-DownY)>C4MC_DragSensitivity)) )
{
bool fAllowDrag = true;
// check if target object allows scripted dragging
if (fAllowDrag && DownTarget && (!FogOfWar || (DownTarget->Category & C4D_IgnoreFoW)))
{
C4Object *drag_image_obj; C4Def * drag_image_def;
// Drag only if MD_SOURCE is set and drag image is present
if ( (DownTarget->GetPropertyInt(P_MouseDrag) & C4MC_MD_DragSource) &&
DownTarget->GetDragImage(&drag_image_obj, &drag_image_def))
{
Drag=C4MC_Drag_Script;
if(drag_image_obj) DragImageObject = drag_image_obj;
else DragImageDef = drag_image_def;
DragObject = DownTarget;
}
}
// dragging somewhere unhandled - mark drag process so moving over a draggable object won't start a drag
if (Drag == C4MC_Drag_None)
{
Drag=C4MC_Drag_Unhandled;
}
}
}
void C4MouseControl::LeftDouble()
{
// Update status flag
LeftButtonDown=false;
// Set ignore flag for next left up
LeftDoubleIgnoreUp=true;
// Evaluate left double by drag status (can only be C4MC_Drag_None really)
switch (Drag)
{
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case C4MC_Drag_None:
// Double left click (might be on a target)
break;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
}
}
void C4MouseControl::RightDown()
{
// Update status flag
RightButtonDown=true;
// Store down values (same MoveLeftDown -> use StoreDown)
DownX=GameX; DownY=GameY;
DownTarget=TargetObject;
}
void C4MouseControl::RightUp()
{
// Evaluate by drag status
switch (Drag)
{
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case C4MC_Drag_Unhandled: // nobreak
case C4MC_Drag_None: RightUpDragNone(); break;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
case C4MC_Drag_Script: ButtonUpDragScript(); break;
// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
}
// Update status flag
RightButtonDown=false;
if(!LeftButtonDown) DownTarget = nullptr;
}
void C4MouseControl::Wheel(DWORD dwFlags)
{
}
void C4MouseControl::DragScript()
{
// script drag should update target and selection so selection highlight on drop target is visible
// Cursor movement
UpdateCursorTarget();
// Update selection
UpdateSingleSelection();
Cursor=C4MC_Cursor_DragDrop;
}
void C4MouseControl::LeftUpDragNone()
{
// might be in Drag_Unknown
Drag = C4MC_Drag_None;
// Single left click (might be on a target)
switch (Cursor)
{
case C4MC_Cursor_Select:
// Object selection to control queue
if (!IsPassive() && Selection.GetObject() == DownTarget)
Game.Input.Add(CID_PlrSelect, new C4ControlPlayerSelect(Player,Selection,false));
break;
default:
// done in script
break;
}
// Clear selection
Selection.Clear();
}
void C4MouseControl::ButtonUpDragScript()
{
// Determine drag+drop targets
UpdateCursorTarget();
// Finish drag
Drag=C4MC_Drag_None;
DragID=C4ID::None;
DragImageObject = nullptr;
DragImageDef = nullptr;
C4Object *DragObject = this->DragObject;
this->DragObject = nullptr;
C4Object *DropObject = TargetObject;
// drag object must exist; drop object is optional
if (!DragObject) return;
if (DropObject && (~DropObject->GetPropertyInt(P_MouseDrag) & C4MC_MD_DropTarget))
DropObject = nullptr;
// no commands if player is eliminated or doesn't exist any more
C4Player *pPlr = ::Players.Get(Player);
if (!pPlr || pPlr->Eliminated) return;
// todo: Perform drag/drop validity check
// now drag/drop is handled by script
Game.Input.Add(CID_PlrMouseMove, C4ControlPlayerMouse::DragDrop(::Players.Get(Player), DropObject, DragObject));
}
void C4MouseControl::RightUpDragNone()
{
// might be in Drag_Unknown
Drag = C4MC_Drag_None;
// Alternative object selection
if (Cursor==C4MC_Cursor_Select && !IsPassive() && Selection.GetObject() == DownTarget)
{ Game.Input.Add(CID_PlrSelect, new C4ControlPlayerSelect(Player,Selection,true)); }
// TODO: Evaluate right click
}
void C4MouseControl::UpdateFogOfWar()
{
// Assume no fog of war
FogOfWar=false;
// Check for fog of war
// TODO: Check C4FoWRegion... should maybe be passed as a parameter?
// pDraw->GetFoW() might not be current at this time.
if (/*(pPlayer->fFogOfWar && !pPlayer->FoWIsVisible(int32_t(GameX),int32_t(GameY))) || */GameX<0 || GameY<0 || int32_t(GameX)>=::Landscape.GetWidth() || int32_t(GameY)>=::Landscape.GetHeight())
{
FogOfWar=true;
// allow dragging, scrolling, region selection and manipulations of objects not affected by FoW
if (!Scrolling && (!TargetObject || !(TargetObject->Category & C4D_IgnoreFoW)))
{
Cursor=C4MC_Cursor_Passive;
}
}
}
void C4MouseControl::ShowCursor()
{
Visible=true;
}
void C4MouseControl::HideCursor()
{
Visible=false;
}
const char *C4MouseControl::GetCaption()
{
return Caption.getData();
}
void C4MouseControl::SetTooltipRectangle(const C4Rect &rectangle)
{
// Set the tooltip rectangle slightly larger than originally requested.
// The tooltip will be removed when the cursor leaves the rectangle, so make sure that the tooltip is not already disabled when the cursor moves to the border-pixel of the GUI item
// in case the GUI item uses a different check for bounds (< vs <=) than the tooltip rectangle.
ToolTipRectangle = C4Rect(rectangle.x - 2, rectangle.y - 2, rectangle.Wdt + 4, rectangle.Hgt + 4);
TimeInTooltipRectangle = 0;
}
void C4MouseControl::SetTooltipText(const StdStrBuf &text)
{
TooltipText = text;
}
C4Object *C4MouseControl::GetTargetObject()
{
// find object
// gui object position currently wrong...will fall apart once GUIZoom is activated
C4Object *pObj = Game.FindVisObject(ViewX, ViewY, Player, fctViewportGame, fctViewportGUI, GameX,GameY, C4D_MouseSelect, GuiX-fctViewportGUI.X, GuiY-fctViewportGUI.Y);
if (!pObj) return nullptr;
return pObj;
}
bool C4MouseControl::IsPassive()
{
return ::Control.isReplay() || Player<=NO_OWNER;
}
void C4MouseControl::ScrollView(float iX, float iY, float ViewWdt, float ViewHgt)
{
// player assigned: scroll player view
if (pPlayer)
pPlayer->ScrollView(iX, iY, ViewWdt, ViewHgt);
else if (Viewport)
{
// no player: Scroll fullscreen viewport
Viewport->ScrollView(iX, iY);
}
}
bool C4MouseControl::IsDragging()
{
return Active && Drag == C4MC_Drag_Script;
}
bool C4MouseControl::GetLastCursorPos(int32_t *x_out_gui, int32_t *y_out_gui, int32_t *x_out_game, int32_t *y_out_game) const
{
// safety
if (!Active || !fMouseOwned) return false;
// OK; assign last known pos
*x_out_gui = GuiX; *y_out_gui = GuiY;
*x_out_game = GameX; *y_out_game = GameY;
return true;
}