/* 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);