forked from Mirrors/openclonk
172 lines
5.3 KiB
C++
172 lines
5.3 KiB
C++
/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 1998-2000, Matthes Bender
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* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
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* Copyright (c) 2009-2016, The OpenClonk Team and contributors
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*
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* Distributed under the terms of the ISC license; see accompanying file
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* "COPYING" for details.
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*
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* "Clonk" is a registered trademark of Matthes Bender, used with permission.
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* See accompanying file "TRADEMARK" for details.
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*
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* To redistribute this file separately, substitute the full license texts
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* for the above references.
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*/
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/* Mouse input */
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#ifndef INC_C4MouseControl
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#define INC_C4MouseControl
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#include "graphics/C4Facet.h"
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#include "lib/C4Rect.h"
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#include "object/C4ObjectList.h"
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struct ZoomData; // #include "graphics/C4Draw.h"
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const int32_t C4MC_Button_None = 0,
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C4MC_Button_LeftDown = 1,
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C4MC_Button_LeftUp = 2,
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C4MC_Button_RightDown = 3,
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C4MC_Button_RightUp = 4,
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C4MC_Button_LeftDouble = 5,
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C4MC_Button_RightDouble = 6,
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C4MC_Button_Wheel = 7,
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C4MC_Button_MiddleDown = 8,
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C4MC_Button_MiddleUp = 9,
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C4MC_Button_MiddleDouble= 10,
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C4MC_Button_X1Down = 11,
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C4MC_Button_X1Up = 12,
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C4MC_Button_X1Double = 13,
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C4MC_Button_X2Down = 14,
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C4MC_Button_X2Up = 15,
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C4MC_Button_X2Double = 16;
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const int32_t C4MC_DragSensitivity = 5;
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const int32_t C4MC_MD_DragSource = 1,
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C4MC_MD_DropTarget = 2,
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C4MC_MD_NoClick = 4;
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const int32_t C4MC_Cursor_Select = 0, // click cursor to select/click stuff in the GUI
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C4MC_Cursor_Crosshair = 1, // standard ingame cursor
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C4MC_Cursor_DragDrop = 2, // cursor when drag&dropping
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C4MC_Cursor_Up = 3, // cursors for scrolling the viewport ...
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C4MC_Cursor_Down = 4, // ...
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C4MC_Cursor_Left = 5,
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C4MC_Cursor_Right = 6,
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C4MC_Cursor_UpLeft = 7,
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C4MC_Cursor_UpRight = 8,
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C4MC_Cursor_DownLeft = 9,
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C4MC_Cursor_DownRight = 10,
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C4MC_Cursor_Passive = 11, // passive cursor in records and and fog of war and outside viewport
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C4MC_Cursor_DropInto = 12; // drop into contents
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class C4MouseControl
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{
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friend class C4Viewport;
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public:
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C4MouseControl();
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~C4MouseControl();
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protected:
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bool Active;
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bool fMouseOwned;
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int32_t Player;
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C4Player *pPlayer; // valid during Move()
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C4Viewport *Viewport; // valid during Move()
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int32_t Cursor;
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int32_t VpX,VpY; // Pixel coordinates of mouse pos
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float ViewX,ViewY; // Game coordinate scrolling offset of viewport
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float GameX,GameY; // Game coordinates of mouse pos
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float GuiX,GuiY; // GUI coorindates of mouse pos
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C4Facet fctViewport, fctViewportGame, fctViewportGUI;
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float DownX,DownY; // Game coordinates of mouse-down-pos while dragging
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int32_t ScrollSpeed;
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int32_t Drag;
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bool LeftButtonDown,RightButtonDown,LeftDoubleIgnoreUp;
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bool ButtonDownOnSelection;
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bool ControlDown;
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bool ShiftDown;
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bool AltDown;
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bool Scrolling;
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bool InitCentered;
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bool FogOfWar;
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bool Visible;
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C4ObjectList Selection; //obsolete!
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C4Object *DragObject;
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C4ID DragID;
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C4Def* DragImageDef;
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C4Object* DragImageObject;
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// Tooltip management
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// currently shown caption
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StdCopyStrBuf Caption;
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// tooltip text that will be shown when the mouse is kept in the tooltip rectangle for some time
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StdCopyStrBuf TooltipText;
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int32_t CaptionBottomY;
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int32_t KeepCaption;
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int32_t TimeInTooltipRectangle;
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C4Rect ToolTipRectangle;
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// Target object
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C4Object *TargetObject; // valid during Move()
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C4Object *DownTarget;
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public:
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void Default();
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void Clear();
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bool Init(int32_t iPlayer);
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void Execute();
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void HideCursor();
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void ShowCursor();
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void Draw(C4TargetFacet &cgo, const ZoomData &GameZoom);
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void Move(int32_t iButton, int32_t iX, int32_t iY, DWORD dwKeyFlags, bool fCenter = false);
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void DoMoveInput();
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bool IsViewport(C4Viewport *pViewport);
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void ClearPointers(C4Object *pObj);
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void UpdateClip(); // update clipping region for mouse cursor
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void SetOwnedMouse(bool fToVal) { fMouseOwned = fToVal; }
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bool IsMouseOwned() { return fMouseOwned; }
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bool IsActive() { return !!Active; }
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bool GetLastCursorPos(int32_t *x_out_gui, int32_t *y_out_gui, int32_t *x_out_game, int32_t *y_out_game) const;
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const char *GetCaption();
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void SetTooltipText(const StdStrBuf &text);
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void SetTooltipRectangle(const C4Rect &rectangle);
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protected:
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void UpdateFogOfWar();
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void RightUpDragNone();
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void ButtonUpDragScript();
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void LeftUpDragNone();
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void DragScript();
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void Wheel(DWORD dwFlags);
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void RightUp();
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void RightDown();
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void LeftDouble();
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void DragNone();
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void LeftUp();
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void LeftDown();
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void UpdateScrolling();
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void UpdateCursorTarget();
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int32_t UpdateSingleSelection();
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C4Object *GetTargetObject(); // get MouseSelection object at position
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bool IsPassive(); // return whether mouse is only used to look around
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void ScrollView(float iX, float iY, float ViewWdt, float ViewHgt); // in landscape coordinates
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public:
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bool IsDragging();
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bool IsLeftDown() { return LeftButtonDown; }
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int32_t GetPlayer() { return Player; }
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};
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extern C4MouseControl MouseControl;
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#endif
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