Call the correct system rename
[Torque-3d.git] / Engine / source / T3D / gameTSCtrl.cpp
bloba8389e45694099d60766895c8a6c70bed3a006fa
1 //-----------------------------------------------------------------------------
2 // Copyright (c) 2012 GarageGames, LLC
3 //
4 // Permission is hereby granted, free of charge, to any person obtaining a copy
5 // of this software and associated documentation files (the "Software"), to
6 // deal in the Software without restriction, including without limitation the
7 // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
8 // sell copies of the Software, and to permit persons to whom the Software is
9 // furnished to do so, subject to the following conditions:
11 // The above copyright notice and this permission notice shall be included in
12 // all copies or substantial portions of the Software.
14 // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
15 // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16 // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
17 // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
18 // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
19 // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
20 // IN THE SOFTWARE.
21 //-----------------------------------------------------------------------------
23 #include "T3D/gameTSCtrl.h"
24 #include "console/consoleTypes.h"
25 #include "T3D/gameBase/gameBase.h"
26 #include "T3D/gameBase/gameConnection.h"
27 #include "T3D/shapeBase.h"
28 #include "T3D/gameFunctions.h"
29 #include "console/engineAPI.h"
31 //---------------------------------------------------------------------------
32 // Debug stuff:
33 Point3F lineTestStart = Point3F(0, 0, 0);
34 Point3F lineTestEnd = Point3F(0, 1000, 0);
35 Point3F lineTestIntersect = Point3F(0, 0, 0);
36 bool gSnapLine = false;
38 //----------------------------------------------------------------------------
39 // Class: GameTSCtrl
40 //----------------------------------------------------------------------------
41 IMPLEMENT_CONOBJECT(GameTSCtrl);
43 // See Torque manual (.CHM) for more information
44 ConsoleDocClass( GameTSCtrl,
45 "@brief The main 3D viewport for a Torque 3D game.\n\n"
46 "@ingroup Gui3D\n");
48 GameTSCtrl::GameTSCtrl()
52 //---------------------------------------------------------------------------
53 bool GameTSCtrl::onAdd()
55 if ( !Parent::onAdd() )
56 return false;
58 return true;
61 //---------------------------------------------------------------------------
62 bool GameTSCtrl::processCameraQuery(CameraQuery *camq)
64 GameUpdateCameraFov();
65 return GameProcessCameraQuery(camq);
68 //---------------------------------------------------------------------------
69 void GameTSCtrl::renderWorld(const RectI &updateRect)
71 GameRenderWorld();
74 //---------------------------------------------------------------------------
75 void GameTSCtrl::makeScriptCall(const char *func, const GuiEvent &evt) const
77 // write screen position
78 char *sp = Con::getArgBuffer(32);
79 dSprintf(sp, 32, "%d %d", evt.mousePoint.x, evt.mousePoint.y);
81 // write world position
82 char *wp = Con::getArgBuffer(32);
83 Point3F camPos;
84 mLastCameraQuery.cameraMatrix.getColumn(3, &camPos);
85 dSprintf(wp, 32, "%g %g %g", camPos.x, camPos.y, camPos.z);
87 // write click vector
88 char *vec = Con::getArgBuffer(32);
89 Point3F fp(evt.mousePoint.x, evt.mousePoint.y, 1.0);
90 Point3F ray;
91 unproject(fp, &ray);
92 ray -= camPos;
93 ray.normalizeSafe();
94 dSprintf(vec, 32, "%g %g %g", ray.x, ray.y, ray.z);
96 Con::executef( (SimObject*)this, func, sp, wp, vec );
99 void GameTSCtrl::onMouseDown(const GuiEvent &evt)
101 Parent::onMouseDown(evt);
102 if( isMethod( "onMouseDown" ) )
103 makeScriptCall( "onMouseDown", evt );
106 void GameTSCtrl::onRightMouseDown(const GuiEvent &evt)
108 Parent::onRightMouseDown(evt);
109 if( isMethod( "onRightMouseDown" ) )
110 makeScriptCall( "onRightMouseDown", evt );
113 void GameTSCtrl::onMiddleMouseDown(const GuiEvent &evt)
115 Parent::onMiddleMouseDown(evt);
116 if( isMethod( "onMiddleMouseDown" ) )
117 makeScriptCall( "onMiddleMouseDown", evt );
120 void GameTSCtrl::onMouseUp(const GuiEvent &evt)
122 Parent::onMouseUp(evt);
123 if( isMethod( "onMouseUp" ) )
124 makeScriptCall( "onMouseUp", evt );
127 void GameTSCtrl::onRightMouseUp(const GuiEvent &evt)
129 Parent::onRightMouseUp(evt);
130 if( isMethod( "onRightMouseUp" ) )
131 makeScriptCall( "onRightMouseUp", evt );
134 void GameTSCtrl::onMiddleMouseUp(const GuiEvent &evt)
136 Parent::onMiddleMouseUp(evt);
137 if( isMethod( "onMiddleMouseUp" ) )
138 makeScriptCall( "onMiddleMouseUp", evt );
141 void GameTSCtrl::onMouseMove(const GuiEvent &evt)
143 if(gSnapLine)
144 return;
146 MatrixF mat;
147 Point3F vel;
148 if ( GameGetCameraTransform(&mat, &vel) )
150 Point3F pos;
151 mat.getColumn(3,&pos);
152 Point3F screenPoint((F32)evt.mousePoint.x, (F32)evt.mousePoint.y, -1.0f);
153 Point3F worldPoint;
154 if (unproject(screenPoint, &worldPoint)) {
155 Point3F vec = worldPoint - pos;
156 lineTestStart = pos;
157 vec.normalizeSafe();
158 lineTestEnd = pos + vec * 1000;
163 void GameTSCtrl::onRender(Point2I offset, const RectI &updateRect)
165 // check if should bother with a render
166 GameConnection * con = GameConnection::getConnectionToServer();
167 bool skipRender = !con || (con->getWhiteOut() >= 1.f) || (con->getDamageFlash() >= 1.f) || (con->getBlackOut() >= 1.f);
169 if(!skipRender || true)
170 Parent::onRender(offset, updateRect);
173 //--------------------------------------------------------------------------
175 DefineEngineFunction(snapToggle, void, (),,
176 "@brief Prevents mouse movement from being processed\n\n"
178 "In the source, whenever a mouse move event occurs "
179 "GameTSCtrl::onMouseMove() is called. Whenever snapToggle() "
180 "is called, it will flag a variable that can prevent this "
181 "from happening: gSnapLine. This variable is not exposed to "
182 "script, so you need to call this function to trigger it.\n\n"
184 "@tsexample\n"
185 "// Snapping is off by default, so we will toggle\n"
186 "// it on first:\n"
187 "PlayGui.snapToggle();\n\n"
188 "// Mouse movement should be disabled\n"
189 "// Let's turn it back on\n"
190 "PlayGui.snapToggle();\n"
191 "@endtsexample\n\n"
193 "@ingroup GuiGame")
195 gSnapLine = !gSnapLine;
198 //ConsoleFunction( snapToggle, void, 1, 1, "()" )
200 // gSnapLine = !gSnapLine;