forked from Mirrors/openclonk
146 lines
4.1 KiB
C++
146 lines
4.1 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) 2009-2013, 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 <C4Facet.h>
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#include "C4ObjectList.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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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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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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StdCopyStrBuf Caption;
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int32_t CaptionBottomY;
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int32_t KeepCaption;
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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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// Target object
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C4Object *TargetObject; // valid during Move()
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C4Object *DownTarget;
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int32_t TimeOnTargetObject;
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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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const char *GetCaption();
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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 GetLastGUIPos(int32_t *x_out, int32_t *y_out) const;
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protected:
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void SendPlayerSelectNext();
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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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void SendCommand(int32_t iCommand, int32_t iX=0, int32_t iY=0, C4Object *pTarget=NULL, C4Object *pTarget2=NULL, int32_t iData=0, int32_t iAddMode=C4P_Command_Set);
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int32_t UpdateObjectSelection();
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int32_t UpdateCrewSelection();
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int32_t UpdateSingleSelection();
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bool SendControl(int32_t iCom, int32_t iData=0);
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bool IsValidMenu(C4Menu *pMenu);
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bool UpdatePutTarget(bool fVehicle);
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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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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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