/* Copyright (C) 2013 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "ScenarioEditor/ScenarioEditor.h" #include "Common/Tools.h" #include "Common/Brushes.h" #include "Common/MiscState.h" #include "Common/ObjectSettings.h" #include "GameInterface/Messages.h" using AtlasMessage::Position; static float g_DefaultAngle = (float)(M_PI*3.0/4.0); class PlaceObject : public StateDrivenTool { DECLARE_DYNAMIC_CLASS(PlaceObject); Position m_ScreenPos, m_ObjPos, m_Target; wxString m_ObjectID; unsigned int m_ActorSeed; public: PlaceObject() { SetState(&Waiting); } void SendObjectMsg(bool preview) { int dragDistSq = (m_ScreenPos.type1.x-m_Target.type1.x)*(m_ScreenPos.type1.x-m_Target.type1.x) + (m_ScreenPos.type1.y-m_Target.type1.y)*(m_ScreenPos.type1.y-m_Target.type1.y); bool useTarget = (dragDistSq >= 16*16); if (preview) POST_MESSAGE(ObjectPreview, ((std::wstring)m_ObjectID.wc_str(), GetScenarioEditor().GetObjectSettings().GetSettings(), m_ObjPos, useTarget, m_Target, g_DefaultAngle, m_ActorSeed, true)); else { POST_COMMAND(CreateObject, ((std::wstring)m_ObjectID.wc_str(), GetScenarioEditor().GetObjectSettings().GetSettings(), m_ObjPos, useTarget, m_Target, g_DefaultAngle, m_ActorSeed)); RandomizeActorSeed(); } } virtual void Init(void* initData, ScenarioEditor* scenarioEditor) { StateDrivenTool::Init(initData, scenarioEditor); wxASSERT(initData); wxString& id = *static_cast(initData); m_ObjectID = id; SendObjectMsg(true); } void OnEnable() { RandomizeActorSeed(); } void OnDisable() { m_ObjectID = _T(""); SendObjectMsg(true); } /* Object placement: * Select unit from list * Move mouse around screen; preview of unit follows mouse * Left mouse down -> remember position, fix preview to point * Mouse move -> if moved > [limit], rotate unit to face mouse; else default orientation * Left mouse release -> finalise placement of object on map * Page up/down -> rotate default orientation * Escape -> cancel placement tool TOOD: what happens if somebody saves while the preview is active? */ bool OnMouseOverride(wxMouseEvent& WXUNUSED(evt)) { // This used to let the scroll-wheel rotate units, but that overrides // the camera zoom and makes navigation very awkward, so it doesn't // any more. return false; } bool OnKeyOverride(wxKeyEvent& evt, KeyEventType type) { if (type == KEY_CHAR && evt.GetKeyCode() == WXK_ESCAPE) { SetState(&Disabled); return true; } else return false; } void RotateTick(float dt) { int dir = 0; if (wxGetKeyState(WXK_PAGEDOWN)) ++dir; // page-down key if (wxGetKeyState(WXK_PAGEUP)) --dir; // page-up key if (dir) { float speed = M_PI/2.f * ScenarioEditor::GetSpeedModifier(); // radians per second g_DefaultAngle += (dir * dt * speed); SendObjectMsg(true); } } void RandomizeActorSeed() { m_ActorSeed = (unsigned int)floor((rand() / (float)RAND_MAX) * 65535.f); } struct sWaiting : public State { bool OnMouse(PlaceObject* obj, wxMouseEvent& evt) { if (obj->OnMouseOverride(evt)) return true; else if (evt.LeftDown()) { obj->m_ObjPos = obj->m_ScreenPos = obj->m_Target = Position(evt.GetPosition()); obj->SendObjectMsg(true); obj->m_ObjPos = Position::Unchanged(); // make sure object is stationary even if the camera moves SET_STATE(Placing); return true; } else if (evt.Moving()) { obj->m_ObjPos = obj->m_ScreenPos = obj->m_Target = Position(evt.GetPosition()); obj->SendObjectMsg(true); return true; } else return false; } bool OnKey(PlaceObject* obj, wxKeyEvent& evt, KeyEventType type) { if (type == KEY_CHAR && (evt.GetKeyCode() >= '0' && evt.GetKeyCode() <= '9')) { int playerID = evt.GetKeyCode() - '0'; obj->GetScenarioEditor().GetObjectSettings().SetPlayerID(playerID); obj->GetScenarioEditor().GetObjectSettings().NotifyObservers(); obj->SendObjectMsg(true); return true; } else return obj->OnKeyOverride(evt, type); } void OnTick(PlaceObject* obj, float dt) { obj->RotateTick(dt); } } Waiting; struct sPlacing : public State { bool OnMouse(PlaceObject* obj, wxMouseEvent& evt) { if (obj->OnMouseOverride(evt)) return true; else if (evt.LeftUp()) { obj->m_Target = Position(evt.GetPosition()); // Create the actual object obj->SendObjectMsg(false); // Go back to preview mode SET_STATE(Waiting); obj->m_ObjPos = obj->m_ScreenPos = obj->m_Target; obj->SendObjectMsg(true); return true; } else if (evt.Dragging()) { obj->m_Target = Position(evt.GetPosition()); obj->SendObjectMsg(true); return true; } else return false; } bool OnKey(PlaceObject* obj, wxKeyEvent& evt, KeyEventType type) { return obj->OnKeyOverride(evt, type); } void OnTick(PlaceObject* obj, float dt) { obj->RotateTick(dt); } } Placing; }; IMPLEMENT_DYNAMIC_CLASS(PlaceObject, StateDrivenTool);