Minor additions: Added hotkeys to GUI buttons, camera bookmarking (not sure if this system will stay), shoring up some JS error checking, moved a bunch of constants into the config file and added a new rotation mode.

This was SVN commit r804.
This commit is contained in:
MarkT 2004-07-22 16:18:12 +00:00
parent 5ea728fd28
commit 6d8b9e33ef
21 changed files with 452 additions and 229 deletions

View file

@ -185,4 +185,16 @@ void CCamera::GetScreenCoordinates( const CVector3D& world, float& x, float& y )
y = screenspace.Y / screenspace.Z;
x = ( x + 1 ) * 0.5f * g_Renderer.GetWidth();
y = ( 1 - y ) * 0.5f * g_Renderer.GetHeight();
}
void CCamera::LookAt( const CVector3D& camera, const CVector3D& target, const CVector3D& up )
{
CVector3D delta = target - camera;
delta.Normalize();
CVector3D s = delta.Cross( up );
CVector3D u = s.Cross( delta );
m_Orientation._11 = -s.X; m_Orientation._12 = up.X; m_Orientation._13 = delta.X; m_Orientation._14 = camera.X;
m_Orientation._21 = -s.Y; m_Orientation._22 = up.Y; m_Orientation._23 = delta.Y; m_Orientation._24 = camera.Y;
m_Orientation._31 = -s.Z; m_Orientation._32 = up.Z; m_Orientation._33 = delta.Z; m_Orientation._34 = camera.Z;
m_Orientation._41 = 0.0f; m_Orientation._42 = 0.0f; m_Orientation._43 = 0.0f; m_Orientation._44 = 1.0f;
}

View file

@ -71,6 +71,10 @@ class CCamera
}
void GetScreenCoordinates( const CVector3D& world, float& x, float& y );
// Build an orientation matrix from camera position, camera target, and up-vector
void LookAt( const CVector3D& camera, const CVector3D& target, const CVector3D& up );
public:
//This is the orientation matrix. The inverse of this
//is the view matrix

View file

@ -23,6 +23,7 @@ gee@pyro.nu
#include "Overlay.h"
#include "scripting/ScriptingHost.h"
#include "Hotkey.h"
#include <string>
#include <assert.h>
@ -63,6 +64,18 @@ int gui_handler(const SDL_Event* ev)
int CGUI::HandleEvent(const SDL_Event* ev)
{
// MT: If something's gone wrong, check this block... (added for hotkey support)
if( ev->type == SDL_GUIHOTKEYPRESS )
{
const CStr& objectName = *( (CStr*)ev->user.code );
IGUIObject* object = FindObjectByName( objectName );
object->HandleMessage( SGUIMessage( GUIM_PRESSED ) );
object->ScriptEvent( "press" );
}
// -- MT
if(ev->type == SDL_MOUSEMOTION)
{
m_MousePos = CPos(ev->motion.x, ev->motion.y);
@ -106,6 +119,7 @@ int CGUI::HandleEvent(const SDL_Event* ev)
// Now we'll call UpdateMouseOver on *all* objects,
// we'll input the one hovered, and they will each
// update their own data and send messages accordingly
GUI<IGUIObject*>::RecurseObject(GUIRR_HIDDEN | GUIRR_GHOST, m_BaseObject,
&IGUIObject::UpdateMouseOver,
pNearest);
@ -1067,6 +1081,9 @@ void CGUI::Xeromyces_ReadObject(XMBElement Element, CXeromyces* pFile, IGUIObjec
ATTR(style);
ATTR(type);
ATTR(name);
// MT - temp tag
ATTR(hotkey);
// -- MT
ATTR(z);
ATTR(on);
ATTR(file);
@ -1101,6 +1118,10 @@ void CGUI::Xeromyces_ReadObject(XMBElement Element, CXeromyces* pFile, IGUIObjec
bool NameSet = false;
bool ManuallySetZ = false; // if z has been manually set, this turn true
// MT - temp tag
CStr hotkeyTag( "" );
// -- MT
// Now we can iterate all attributes and store
for (i=0; i<attributes.Count; ++i)
{
@ -1122,6 +1143,12 @@ void CGUI::Xeromyces_ReadObject(XMBElement Element, CXeromyces* pFile, IGUIObjec
continue;
}
// MT - temp tag
// Wire up the hotkey tag, if it has one
if( attr.Name == attr_hotkey )
hotkeyTag = attr.Value;
// -- MT
if (attr.Name == attr_z)
ManuallySetZ = true;
@ -1184,6 +1211,11 @@ void CGUI::Xeromyces_ReadObject(XMBElement Element, CXeromyces* pFile, IGUIObjec
++m_InternalNameNumber;
}
// MT - temp tag
// Attempt to register the hotkey tag, if one was provided
if( hotkeyTag.Length() )
hotkeyRegisterGUIObject( object->GetName(), hotkeyTag );
// -- MT
CStr caption = (CStr)Element.getText();
caption.Trim(PS_TRIM_BOTH);

View file

@ -35,6 +35,9 @@ IGUIObject::IGUIObject() :
AddSetting(GUIST_bool, "hidden");
AddSetting(GUIST_CClientArea, "size");
AddSetting(GUIST_CStr, "style");
// MT - temp tag
AddSetting(GUIST_CStr, "hotkey" );
// -- MT
AddSetting(GUIST_float, "z");
// AddSetting(GUIST_CGUIString, "caption");
AddSetting(GUIST_bool, "absolute");

View file

@ -195,7 +195,7 @@ SDL_ActiveEvent;
typedef struct
{
u16 code;
intptr_t code;
}
SDL_UserEvent;

View file

@ -714,6 +714,8 @@ static void psInit()
g_Console->m_iFontHeight = unifont_linespacing(g_Font_Console);
g_Console->m_iFontOffset = 9;
loadHotkeys();
#ifndef NO_GUI
// GUI uses VFS, so this must come after VFS init.
g_GUI.Initialize();
@ -971,14 +973,13 @@ if(!g_MapFile)
in_add_handler(interactInputHandler);
in_add_handler(conInputHandler);
#ifndef NO_GUI
in_add_handler(gui_handler);
#endif
in_add_handler(hotkeyInputHandler);
in_add_handler(conInputHandler);
loadHotkeys();
in_add_handler(hotkeyInputHandler); // <- Leave this one until after all the others.
MICROLOG(L"render blank");
// render everything to a blank frame to force renderer to load everything

View file

@ -305,7 +305,7 @@ bool CConfigDB::Reload(EConfigNamespace ns)
for( size_t t = 0; t < argCount; t++ )
{
if( !parserLine.GetArgString( t + 1, value ) )
if( !parserLine.GetArgString( (int)t + 1, value ) )
continue;
CConfigValue argument;
argument.m_String = value;

View file

@ -3,19 +3,30 @@
#include "Hotkey.h"
#include "input.h"
#include "ConfigDB.h"
#include "CConsole.h"
#include "CStr.h"
bool hotkeys[HOTKEY_LAST];
extern CConsole* g_Console;
extern bool keys[SDLK_LAST];
extern bool mouseButtons[5];
/* SDL-type */
struct SHotkeyMapping
{
int mapsTo;
std::vector<int> requires;
};
static std::vector<SHotkeyMapping> hotkeyMap[SDLK_LAST + 5];
typedef std::vector<SHotkeyMapping> KeyMapping;
// A mapping of keycodes onto sets of SDL event codes
static KeyMapping hotkeyMap[SDLK_LAST + 5];
// An array of the status of virtual keys
bool hotkeys[HOTKEY_LAST];
// 'Keycodes' for the mouse buttons
const int MOUSE_LEFT = SDLK_LAST + SDL_BUTTON_LEFT;
const int MOUSE_RIGHT = SDLK_LAST + SDL_BUTTON_RIGHT;
const int MOUSE_MIDDLE = SDLK_LAST + SDL_BUTTON_MIDDLE;
@ -40,11 +51,15 @@ static SHotkeyInfo hotkeyInfo[] =
{ HOTKEY_CAMERA_ZOOM_WHEEL_IN, "camera.zoom.wheel.in", MOUSE_WHEELUP, 0 },
{ HOTKEY_CAMERA_ZOOM_WHEEL_OUT, "camera.zoom.wheel.out", MOUSE_WHEELDOWN, 0 },
{ HOTKEY_CAMERA_ROTATE, "camera.rotate", 0, 0 },
{ HOTKEY_CAMERA_ROTATE_ABOUT_TARGET, "camera.rotate.abouttarget", 0, 0 },
{ HOTKEY_CAMERA_PAN, "camera.pan", MOUSE_MIDDLE, 0 },
{ HOTKEY_CAMERA_PAN_LEFT, "camera.pan.left", SDLK_LEFT, 0 },
{ HOTKEY_CAMERA_PAN_RIGHT, "camera.pan.right", SDLK_RIGHT, 0 },
{ HOTKEY_CAMERA_PAN_FORWARD, "camera.pan.forward", SDLK_UP, 0 },
{ HOTKEY_CAMERA_PAN_BACKWARD, "camera.pan.backward", SDLK_DOWN, 0 },
{ HOTKEY_CAMERA_BOOKMARK_MODIFIER, "camera.bookmark.modifier", 0, 0 },
{ HOTKEY_CAMERA_BOOKMARK_SAVE, "camera.bookmark.save", 0, 0 },
{ HOTKEY_CAMERA_BOOKMARK_SNAP, "camera.bookmark.snap", 0, 0 },
{ HOTKEY_CONSOLE_TOGGLE, "console.toggle", SDLK_F1, 0 },
{ HOTKEY_SELECTION_ADD, "selection.add", SDLK_LSHIFT, SDLK_RSHIFT },
{ HOTKEY_SELECTION_REMOVE, "selection.remove", SDLK_LCTRL, SDLK_RCTRL },
@ -52,89 +67,134 @@ static SHotkeyInfo hotkeyInfo[] =
{ HOTKEY_SELECTION_GROUP_SAVE, "selection.group.save", SDLK_LCTRL, SDLK_RCTRL },
{ HOTKEY_SELECTION_GROUP_SNAP, "selection.group.snap", SDLK_LALT, SDLK_RALT },
{ HOTKEY_SELECTION_SNAP, "selection.snap", SDLK_HOME, 0 },
{ HOTKEY_ORDER_QUEUE, "order.queue", SDLK_LSHIFT, SDLK_RSHIFT },
{ HOTKEY_CONTEXTORDER_NEXT, "contextorder.next", SDLK_RIGHTBRACKET, 0 },
{ HOTKEY_CONTEXTORDER_PREVIOUS, "contextorder.previous", SDLK_LEFTBRACKET, 0 },
{ HOTKEY_HIGHLIGHTALL, "highlightall", SDLK_o, 0 }
};
/* SDL-type ends */
/* GUI-type */
struct SHotkeyMappingGUI
{
CStr mapsTo;
std::vector<int> requires;
};
typedef std::vector<SHotkeyMappingGUI> GuiMapping;
// A mapping of keycodes onto sets of hotkey name strings (e.g. '[hotkey.]camera.reset')
static GuiMapping hotkeyMapGUI[SDLK_LAST + 5];
typedef std::vector<CStr> GUIObjectList; // A list of GUI objects
typedef std::map<CStr,GUIObjectList> GUIHotkeyMap; // A mapping of name strings to lists of GUI objects that they trigger
static GUIHotkeyMap guiHotkeyMap;
// Look up a key binding in the config file and set the mappings for
// all key combinations that trigger it.
void setBindings( const CStr& hotkeyName, int integerMapping = -1 )
{
CConfigValueSet* binding = g_ConfigDB.GetValues( CFG_SYSTEM, CStr( "hotkey." ) + hotkeyName );
if( binding )
{
int mapping;
CConfigValueSet::iterator it;
CParser multikeyParser;
multikeyParser.InputTaskType( "multikey", "<_$value_+_>_$value" );
// Iterate through the bindings for this event...
for( it = binding->begin(); it != binding->end(); it++ )
{
std::string hotkey;
if( it->GetString( hotkey ) )
{
std::vector<int> keyCombination;
CParserLine multikeyIdentifier;
multikeyIdentifier.ParseString( multikeyParser, hotkey );
// Iterate through multiple-key bindings (e.g. Ctrl+I)
for( size_t t = 0; t < multikeyIdentifier.GetArgCount(); t++ )
{
if( multikeyIdentifier.GetArgString( (int)t, hotkey ) )
{
mapping = getKeyCode( hotkey ); // Attempt decode as key name
if( !mapping )
if( !it->GetInt( mapping ) ) // Attempt decode as key code
continue;
keyCombination.push_back( mapping );
}
}
std::vector<int>::iterator itKey, itKey2;
SHotkeyMapping bindCode;
SHotkeyMappingGUI bindName;
for( itKey = keyCombination.begin(); itKey != keyCombination.end(); itKey++ )
{
bindName.mapsTo = hotkeyName;
bindName.requires.clear();
if( integerMapping != -1 )
{
bindCode.mapsTo = integerMapping;
bindCode.requires.clear();
}
for( itKey2 = keyCombination.begin(); itKey2 != keyCombination.end(); itKey2++ )
{
// Push any auxiliary keys.
if( itKey != itKey2 )
{
bindName.requires.push_back( *itKey2 );
if( integerMapping != -1 )
bindCode.requires.push_back( *itKey2 );
}
}
hotkeyMapGUI[*itKey].push_back( bindName );
if( integerMapping != -1 )
hotkeyMap[*itKey].push_back( bindCode );
}
}
}
}
else if( integerMapping != -1 )
{
SHotkeyMapping bind[2];
bind[0].mapsTo = integerMapping;
bind[1].mapsTo = integerMapping;
bind[0].requires.clear();
bind[1].requires.clear();
hotkeyMap[ hotkeyInfo[integerMapping].defaultmapping1 ].push_back( bind[0] );
if( hotkeyInfo[integerMapping].defaultmapping2 )
hotkeyMap[ hotkeyInfo[integerMapping].defaultmapping2 ].push_back( bind[1] );
}
}
void loadHotkeys()
{
initKeyNameMap();
CParser multikeyParser;
multikeyParser.InputTaskType( "multikey", "<_$value_+_>_$value" );
for( int i = 0; i < HOTKEY_LAST; i++ )
setBindings( hotkeyInfo[i].name, i );
}
void hotkeyRegisterGUIObject( const CStr& objName, const CStr& hotkeyName )
{
GUIObjectList& boundTo = guiHotkeyMap[hotkeyName];
if( boundTo.empty() )
{
CStr hotkeyname( "hotkey." );
hotkeyname += hotkeyInfo[i].name;
CConfigValueSet* binding = g_ConfigDB.GetValues( CFG_SYSTEM, hotkeyname );
if( binding )
{
int mapping;
CConfigValueSet::iterator it;
// Iterate through the bindings for this event...
for( it = binding->begin(); it != binding->end(); it++ )
{
std::string hotkey;
if( it->GetString( hotkey ) )
{
std::vector<int> keyCombination;
CParserLine multikeyIdentifier;
multikeyIdentifier.ParseString( multikeyParser, hotkey );
// Iterate through multiple-key bindings (e.g. Ctrl+I)
for( size_t t = 0; t < multikeyIdentifier.GetArgCount(); t++ )
{
if( multikeyIdentifier.GetArgString( (int)t, hotkey ) )
{
mapping = getKeyCode( hotkey ); // Attempt decode as key name
if( !mapping )
if( !it->GetInt( mapping ) ) // Attempt decode as key code
continue;
keyCombination.push_back( mapping );
}
}
std::vector<int>::iterator itKey, itKey2;
SHotkeyMapping bind;
for( itKey = keyCombination.begin(); itKey != keyCombination.end(); itKey++ )
{
bind.mapsTo = i;
bind.requires.clear();
for( itKey2 = keyCombination.begin(); itKey2 != keyCombination.end(); itKey2++ )
{
// Push any auxiliary keys.
if( itKey != itKey2 )
bind.requires.push_back( *itKey2 );
}
hotkeyMap[*itKey].push_back( bind );
}
}
}
}
else
{
SHotkeyMapping bind[2];
bind[0].mapsTo = i;
bind[1].mapsTo = i;
bind[0].requires.clear();
bind[1].requires.clear();
hotkeyMap[ hotkeyInfo[i].defaultmapping1 ].push_back( bind[0] );
if( hotkeyInfo[i].defaultmapping2 )
hotkeyMap[ hotkeyInfo[i].defaultmapping2 ].push_back( bind[1] );
}
// Load keybindings from the config file
setBindings( hotkeyName );
}
boundTo.push_back( objName );
}
int hotkeyInputHandler( const SDL_Event* ev )
@ -155,11 +215,22 @@ int hotkeyInputHandler( const SDL_Event* ev )
return( EV_PASS );
}
// Inhibit the dispatch of hotkey events caused by printable or control keys
// while the console is up.
if( g_Console->IsActive() && (
( keycode == 8 ) || ( keycode == 9 ) || ( keycode == 13 ) || /* Editing */
( ( keycode >= 32 ) && ( keycode < 282 ) ) ) ) /* Printable (<128), 'World' (<256) */
return( EV_PASS ); /* Numeric keypad (<273) and Navigation (<282) */
std::vector<SHotkeyMapping>::iterator it;
std::vector<SHotkeyMappingGUI>::iterator itGUI;
SDL_Event hotkeyNotification;
if( ( ev->type == SDL_KEYDOWN ) || ( ev->type == SDL_MOUSEBUTTONDOWN ) )
{
// SDL-events bit
for( it = hotkeyMap[keycode].begin(); it < hotkeyMap[keycode].end(); it++ )
{
// Check to see if all auxiliary keys are down
@ -187,6 +258,45 @@ int hotkeyInputHandler( const SDL_Event* ev )
SDL_PushEvent( &hotkeyNotification );
}
}
// GUI bit... could do with some optimization later.
for( itGUI = hotkeyMapGUI[keycode].begin(); itGUI != hotkeyMapGUI[keycode].end(); itGUI++ )
{
// Check to see if all auxiliary keys are down
std::vector<int>::iterator itKey;
bool accept = true;
for( itKey = itGUI->requires.begin(); itKey != itGUI->requires.end(); itKey++ )
{
if( *itKey < SDLK_LAST )
{
if( !keys[*itKey] ) accept = false;
}
else
{
if( !mouseButtons[(*itKey)-SDLK_LAST] ) accept = false;
}
}
if( accept )
{
// GUI-objects bit
// This fragment is an obvious candidate for rewriting when speed becomes an issue.
GUIHotkeyMap::iterator map_it;
GUIObjectList::iterator obj_it;
map_it = guiHotkeyMap.find( itGUI->mapsTo );
if( map_it != guiHotkeyMap.end() )
{
GUIObjectList& targets = map_it->second;
for( obj_it = targets.begin(); obj_it != targets.end(); obj_it++ )
{
hotkeyNotification.type = SDL_GUIHOTKEYPRESS;
hotkeyNotification.user.code = (intptr_t)&(*obj_it);
SDL_PushEvent( &hotkeyNotification );
}
}
}
}
}
else
{

View file

@ -3,8 +3,11 @@
// Constant definitions and a couple of exports for the hotkey processor
//
// Mark Thompson (mot20@cam.ac.uk / mark@wildfiregames.com)
// Adding a hotkey:
//
// Hotkeys can be mapped onto SDL events (for use internal to the engine),
// or used to trigger activation of GUI buttons.
//
// Adding a hotkey (SDL event type):
//
// - Define your constant in the enum, just below;
// - Add an entry to hotkeyInfo[], in Hotkey.cpp
@ -20,6 +23,7 @@
const int SDL_HOTKEYDOWN = SDL_USEREVENT;
const int SDL_HOTKEYUP = SDL_USEREVENT + 1;
const int SDL_GUIHOTKEYPRESS = SDL_USEREVENT + 2;
enum
{
@ -32,11 +36,15 @@ enum
HOTKEY_CAMERA_ZOOM_WHEEL_IN,
HOTKEY_CAMERA_ZOOM_WHEEL_OUT,
HOTKEY_CAMERA_ROTATE,
HOTKEY_CAMERA_ROTATE_ABOUT_TARGET,
HOTKEY_CAMERA_PAN,
HOTKEY_CAMERA_PAN_LEFT,
HOTKEY_CAMERA_PAN_RIGHT,
HOTKEY_CAMERA_PAN_FORWARD,
HOTKEY_CAMERA_PAN_BACKWARD,
HOTKEY_CAMERA_BOOKMARK_MODIFIER,
HOTKEY_CAMERA_BOOKMARK_SAVE,
HOTKEY_CAMERA_BOOKMARK_SNAP,
HOTKEY_CONSOLE_TOGGLE,
HOTKEY_SELECTION_ADD,
HOTKEY_SELECTION_REMOVE,
@ -44,6 +52,7 @@ enum
HOTKEY_SELECTION_GROUP_SAVE,
HOTKEY_SELECTION_GROUP_SNAP,
HOTKEY_SELECTION_SNAP,
HOTKEY_ORDER_QUEUE,
HOTKEY_CONTEXTORDER_NEXT,
HOTKEY_CONTEXTORDER_PREVIOUS,
HOTKEY_HIGHLIGHTALL,
@ -52,6 +61,7 @@ enum
void loadHotkeys();
int hotkeyInputHandler( const SDL_Event* ev );
void hotkeyRegisterGUIObject( const CStr& objName, const CStr& hotkeyName );
void initKeyNameMap();
CStr getKeyName( int keycode );

View file

@ -327,6 +327,12 @@ void CSelectedEntities::update()
setCameraTarget( getGroupPosition( m_group_highlight ) );
}
void CSelectedEntities::setContext( int contextOrder )
{
assert( isContextValid( contextOrder ) );
m_contextOrder = contextOrder;
}
bool CSelectedEntities::nextContext()
{
// No valid orders?
@ -342,8 +348,6 @@ bool CSelectedEntities::nextContext()
return( false );
m_contextOrder = t;
return( true );
}
bool CSelectedEntities::previousContext()
@ -672,27 +676,53 @@ int interactInputHandler( const SDL_Event* ev )
case SDL_KEYDOWN:
if( ( ev->key.keysym.sym >= SDLK_0 ) && ( ev->key.keysym.sym <= SDLK_9 ) )
{
u8 groupid = ev->key.keysym.sym - SDLK_0;
if( hotkeys[HOTKEY_SELECTION_GROUP_ADD] )
u8 id = ev->key.keysym.sym - SDLK_0;
// This competes with the camera bookmarks for the top-row number keys
// Find out which this is, and act accordingly
if( !hotkeys[HOTKEY_CAMERA_BOOKMARK_MODIFIER] )
{
g_Selection.addGroup( groupid );
}
else if( hotkeys[HOTKEY_SELECTION_GROUP_SAVE] )
{
g_Selection.saveGroup( groupid );
}
else if( hotkeys[HOTKEY_SELECTION_GROUP_SNAP] )
{
g_Selection.highlightGroup( groupid );
if( hotkeys[HOTKEY_SELECTION_GROUP_ADD] )
{
g_Selection.addGroup( id );
}
else if( hotkeys[HOTKEY_SELECTION_GROUP_SAVE] )
{
g_Selection.saveGroup( id );
}
else if( hotkeys[HOTKEY_SELECTION_GROUP_SNAP] )
{
g_Selection.highlightGroup( id );
}
else
{
if( ( g_Selection.m_group == id ) && g_Selection.getGroupCount( id ) )
{
setCameraTarget( g_Selection.getGroupPosition( id ) );
}
else
g_Selection.loadGroup( id );
}
}
else
{
if( ( g_Selection.m_group == groupid ) && g_Selection.getGroupCount( groupid ) )
if( hotkeys[HOTKEY_CAMERA_BOOKMARK_SAVE] )
{
setCameraTarget( g_Selection.getGroupPosition( groupid ) );
cameraBookmarks[id] = g_Camera.m_Orientation.GetTranslation() + g_Camera.m_Orientation.GetIn() * 160.0f;
bookmarkInUse[id] = true;
}
else if( hotkeys[HOTKEY_CAMERA_BOOKMARK_SNAP] )
{
if( bookmarkInUse[id] && ( currentBookmark == 255 ) )
{
pushCameraTarget( cameraBookmarks[id] );
currentBookmark = id;
}
}
else
g_Selection.loadGroup( groupid );
{
if( bookmarkInUse[id] )
setCameraTarget( cameraBookmarks[id] );
}
}
}
break;
@ -723,6 +753,11 @@ int interactInputHandler( const SDL_Event* ev )
if( g_Selection.m_group_highlight != 255 )
g_Selection.highlightNone();
break;
case HOTKEY_CAMERA_BOOKMARK_SNAP:
if( currentBookmark != 255 )
popCameraTarget();
currentBookmark = 255;
break;
case HOTKEY_HIGHLIGHTALL:
g_Mouseover.m_viewall = false;
break;
@ -772,7 +807,7 @@ int interactInputHandler( const SDL_Event* ev )
g_Mouseover.setSelection();
break;
case SDL_BUTTON_RIGHT:
g_Selection.contextOrder( keys[SDLK_LSHIFT] || keys[SDLK_RSHIFT] );
g_Selection.contextOrder( hotkeys[HOTKEY_ORDER_QUEUE] );
break;
}
break;

View file

@ -14,12 +14,6 @@
#include "Scheduler.h"
#include "Camera.h"
// In it's current incarnation, inefficient but pretty
#define SELECTION_TERRAIN_CONFORMANCE
#define SELECTION_CIRCLE_POINTS 25
#define SELECTION_BOX_POINTS 10
// CSelectedEntities: the singleton containing entities currently selected on the local machine.
// (including group allocations on the local machine)
@ -51,6 +45,7 @@ struct CSelectedEntities : public Singleton<CSelectedEntities>
void update();
bool isContextValid( int contextOrder );
void contextOrder( bool pushQueue = false );
void setContext( int contextOrder );
bool nextContext();
bool previousContext();
@ -115,6 +110,9 @@ void popCameraTarget();
int interactInputHandler( const SDL_Event* ev );
extern std::vector<CVector3D> cameraTargets;
extern CVector3D cameraBookmarks[10];
extern bool bookmarkInUse[10];
extern u8 currentBookmark;
extern CVector3D cameraDelta;
#define g_Selection CSelectedEntities::GetSingleton()

View file

@ -262,6 +262,7 @@ void CRenderer::BeginFrame()
if (m_LightEnv) {
CVector3D dirlight;
m_LightEnv->GetSunDirection(dirlight);
m_SHCoeffsUnits.AddDirectionalLight(dirlight,m_LightEnv->m_SunColor);
m_SHCoeffsTerrain.AddDirectionalLight(dirlight,m_LightEnv->m_SunColor);
@ -363,6 +364,7 @@ void CRenderer::CalcShadowMatrices()
CVector3D lightdir;
// ??? RC using matrix rotation to get sun direction?
m_LightEnv->GetSunDirection(lightdir);
// ??? RC more optimal light placement?
CVector3D lightpos=centre-(lightdir*1000);

View file

@ -9,11 +9,11 @@
#include "EntityManager.h"
#include "BaseEntityCollection.h"
#include "Scheduler.h"
#include "Interact.h"
#include "scripting/JSInterface_Entity.h"
#include "scripting/JSInterface_BaseEntity.h"
#include "scripting/JSInterface_Vector3D.h"
#include "gui/scripting/JSInterface_IGUIObject.h"
#include "scripting/JSInterface_Selection.h"
extern CConsole* g_Console;
@ -50,8 +50,8 @@ enum ScriptGlobalTinyIDs
JSPropertySpec ScriptGlobalTable[] =
{
{ "selected", GLOBAL_SELECTED, JSPROP_PERMANENT, getSelected, setSelected },
{ "selection", GLOBAL_SELECTIONARRAY, JSPROP_PERMANENT, getSelection, setSelection },
{ "selected", GLOBAL_SELECTED, JSPROP_PERMANENT, JSI_Selected::getProperty, JSI_Selected::setProperty },
{ "selection", GLOBAL_SELECTIONARRAY, JSPROP_PERMANENT, JSI_Selection::getProperty, JSI_Selection::setProperty },
{ 0, 0, 0, 0, 0 },
};
@ -233,82 +233,6 @@ JSBool cancelInterval( JSContext* context, JSObject* globalObject, unsigned int
return( JS_TRUE );
}
JSBool getSelected( JSContext* context, JSObject* globalObject, jsval id, jsval* vp )
{
if( g_Selection.m_selected.size() )
{
JSObject* entity = JS_NewObject( context, &JSI_Entity::JSI_class, NULL, NULL );
JS_SetPrivate( context, entity, new HEntity( g_Selection.m_selected[0]->me ) );
*vp = OBJECT_TO_JSVAL( entity );
return( JS_TRUE );
}
else
{
*vp = JSVAL_NULL;
return( JS_TRUE );
}
}
JSBool setSelected( JSContext* context, JSObject* globalObject, jsval id, jsval* vp )
{
g_Selection.clearSelection();
JSObject* selection = JSVAL_TO_OBJECT( *vp );
if( !JSVAL_IS_NULL( *vp ) && JSVAL_IS_OBJECT( *vp ) && ( JS_GetClass( selection ) == &JSI_Entity::JSI_class ) )
{
HEntity* entity = (HEntity*)JS_GetPrivate( context, selection );
g_Selection.addSelection( *entity );
}
else
JS_ReportError( context, "[Entity] Invalid reference" );
return( JS_TRUE );
}
JSBool getSelection( JSContext* context, JSObject* globalObject, jsval id, jsval* vp )
{
JSObject* selectionArray = JS_NewArrayObject( context, 0, NULL );
std::vector<CEntity*>::iterator it; int i;
for( it = g_Selection.m_selected.begin(), i = 0; it < g_Selection.m_selected.end(); it++, i++ )
{
JSObject* entity = JS_NewObject( context, &JSI_Entity::JSI_class, NULL, NULL );
JS_SetPrivate( context, entity, new HEntity( (*it)->me ) );
jsval j = OBJECT_TO_JSVAL( entity );
JS_SetElement( context, selectionArray, i, &j );
}
*vp = OBJECT_TO_JSVAL( selectionArray );
return( JS_TRUE );
}
JSBool setSelection( JSContext* context, JSObject* globalObject, jsval id, jsval* vp )
{
g_Selection.clearSelection();
JSObject* selectionArray = JSVAL_TO_OBJECT( *vp );
if( JSVAL_IS_NULL( *vp ) || !JSVAL_IS_OBJECT( *vp ) || !JS_IsArrayObject( context, selectionArray ) )
{
JS_ReportError( context, "Not an array" );
return( JS_TRUE );
}
jsuint selectionCount;
if( !JS_GetArrayLength( context, selectionArray, &selectionCount ) )
{
JS_ReportError( context, "Not an array" );
return( JS_TRUE );
}
for( jsuint i = 0; i < selectionCount; i++ )
{
jsval entry;
JS_GetElement( context, selectionArray, i, &entry );
JSObject* selection = JSVAL_TO_OBJECT( entry );
if( !JSVAL_IS_NULL( entry ) && JSVAL_IS_OBJECT( entry ) && ( JS_GetClass( selection ) == &JSI_Entity::JSI_class ) )
{
HEntity* entity = (HEntity*)JS_GetPrivate( context, JSVAL_TO_OBJECT( entry ) );
g_Selection.addSelection( &(**entity) );
}
else
JS_ReportError( context, "[Entity] Invalid reference" );
}
return( JS_TRUE );
}
JSBool getGUIGlobal( JSContext* context, JSObject* globalObject, unsigned int argc, jsval* argv, jsval* rval )
{
*rval = OBJECT_TO_JSVAL( g_GUI.GetScriptObject() );

View file

@ -14,11 +14,6 @@ JSBool getEntityTemplate( JSContext* context, JSObject* globalObject, unsigned i
JSBool setTimeout( JSContext* context, JSObject* globalObject, unsigned int argc, jsval* argv, jsval* rval );
JSBool setInterval( JSContext* context, JSObject* globalObject, unsigned int argc, jsval* argv, jsval* rval );
JSBool cancelInterval( JSContext* context, JSObject* globalObject, unsigned int argc, jsval* argv, jsval* rval );
// Getter/Setter for interface global objects (e.g. selection object)
JSBool getSelected( JSContext* context, JSObject* globalObject, jsval id, jsval* vp );
JSBool setSelected( JSContext* context, JSObject* globalObject, jsval id, jsval* vp );
JSBool getSelection( JSContext* context, JSObject* globalObject, jsval id, jsval* vp );
JSBool setSelection( JSContext* context, JSObject* globalObject, jsval id, jsval* vp );
// Returns the sort-of-global object associated with the current GUI
JSBool getGUIGlobal(JSContext* context, JSObject* globalObject, unsigned int argc, jsval* argv, jsval* rval);

View file

@ -73,7 +73,7 @@ bool getRayIntersection( const CVector2D& source, const CVector2D& forward, cons
assert( (*it)->m_bounds );
if( (*it)->m_bounds == destinationCollisionObject ) continue;
// HACK:
if( (*it)->m_bounds->m_type == CBoundingObject::BOUND_OABB ) continue;
// if( (*it)->m_bounds->m_type == CBoundingObject::BOUND_OABB ) continue;
if( (*it)->m_speed ) continue;
CBoundingObject* obj = (*it)->m_bounds;
delta = obj->m_pos - source;

View file

@ -120,4 +120,15 @@ public:
void pushOrder( CEntityOrder& order );
};
// General entity globals
// In it's current incarnation, inefficient but pretty
#define SELECTION_TERRAIN_CONFORMANCE
extern int SELECTION_CIRCLE_POINTS;
extern int SELECTION_BOX_POINTS;
extern int SELECTION_SMOOTHNESS_UNIFIED;
#endif

View file

@ -2,12 +2,22 @@
#include "EntityManager.h"
#include "BaseEntityCollection.h"
#include "ConfigDB.h"
int SELECTION_CIRCLE_POINTS;
int SELECTION_BOX_POINTS;
int SELECTION_SMOOTHNESS_UNIFIED;
CEntityManager::CEntityManager()
{
m_nextalloc = 0;
m_extant = true;
// Also load a couple of global entity settings
CConfigValue* cfg = g_ConfigDB.GetValue( CFG_SYSTEM, "selection.outline.quality" );
if( cfg ) cfg->GetInt( SELECTION_SMOOTHNESS_UNIFIED );
if( SELECTION_SMOOTHNESS_UNIFIED < 0 ) SELECTION_SMOOTHNESS_UNIFIED = 0;
SELECTION_CIRCLE_POINTS = 7 + 2 * SELECTION_SMOOTHNESS_UNIFIED;
SELECTION_BOX_POINTS = 1 + SELECTION_SMOOTHNESS_UNIFIED;
}
CEntityManager::~CEntityManager()

View file

@ -314,17 +314,18 @@ CProperty_CVector3D& CProperty_CVector3D::operator =( const CVector3D& value )
void CProperty_CVector3D::set( jsval value )
{
JSObject* vector3d = JSVAL_TO_OBJECT( value );
if( JSVAL_IS_NULL( value ) || !JSVAL_IS_OBJECT( value ) || ( JS_GetClass( vector3d ) != &JSI_Vector3D::JSI_class ) )
JSI_Vector3D::Vector3D_Info* v = NULL;
if( JSVAL_IS_OBJECT( value ) && ( v = (JSI_Vector3D::Vector3D_Info*)JS_GetInstancePrivate( g_ScriptingHost.getContext(), vector3d, &JSI_Vector3D::JSI_class, NULL ) ) )
{
X = 0.0f; Y = 0.0f; Z = 0.0f;
}
else
{
CVector3D* copy = ( (JSI_Vector3D::Vector3D_Info*)JS_GetPrivate( g_ScriptingHost.getContext(), vector3d ) )->vector;
CVector3D* copy = v->vector;
X = copy->X;
Y = copy->Y;
Z = copy->Z;
}
else
{
X = 0.0f; Y = 0.0f; Z = 0.0f;
}
}
bool CProperty_CVector3D::rebuild( CProperty* parent, bool triggerFn )
@ -349,9 +350,10 @@ CProperty_CBaseEntityPtr& CProperty_CBaseEntityPtr::operator =( CBaseEntity* val
void CProperty_CBaseEntityPtr::set( jsval value )
{
JSObject* baseEntity = JSVAL_TO_OBJECT( value );
if( !JSVAL_IS_NULL( value ) && JSVAL_IS_OBJECT( value ) && ( JS_GetClass( baseEntity ) == &JSI_BaseEntity::JSI_class ) )
CBaseEntity* base = NULL;
if( JSVAL_IS_OBJECT( value ) && ( base = (CBaseEntity*)JS_GetInstancePrivate( g_ScriptingHost.getContext(), baseEntity, &JSI_BaseEntity::JSI_class, NULL ) ) )
{
data = (CBaseEntity*)JS_GetPrivate( g_ScriptingHost.getContext(), baseEntity );
data = base;
}
else
JS_ReportError( g_ScriptingHost.getContext(), "[BaseEntity] Invalid reference" );

View file

@ -77,7 +77,6 @@ bool CEntity::processGotoNoPathing( CEntityOrder* current, float timestep )
if( m_bounds->m_type == CBoundingObject::BOUND_OABB )
((CBoundingBox*)m_bounds)->setOrientation( m_ahead );
float scale = m_speed * timestep;
if( scale > len )
@ -112,6 +111,9 @@ bool CEntity::processGotoNoPathing( CEntityOrder* current, float timestep )
// Oh dear. Most likely explanation is that this unit was created
// within the bounding area of another entity.
// Try a little boost of speed, to help resolve the situation more quickly.
// This really shouldn't happen in the current build.
m_position.X += delta.x * 2.0f;
m_position.Z += delta.y * 2.0f;
m_bounds->setPosition( m_position.X, m_position.Z );

View file

@ -35,7 +35,6 @@ JSBool JSI_Entity::getProperty( JSContext* cx, JSObject* obj, jsval id, jsval* v
if( !e )
{
*vp = JSVAL_NULL;
JS_ReportError( cx, "[Entity] Invalid reference" );
return( JS_TRUE );
}
CStr propName = g_ScriptingHost.ValueToString( id );
@ -69,17 +68,13 @@ JSBool JSI_Entity::setProperty( JSContext* cx, JSObject* obj, jsval id, jsval* v
JSBool JSI_Entity::construct( JSContext* cx, JSObject* obj, unsigned int argc, jsval* argv, jsval* rval )
{
assert( argc >= 2 );
CBaseEntity* baseEntity;
CBaseEntity* baseEntity = NULL;
CVector3D position;
float orientation = 0.0f;
JSObject* jsBaseEntity = JSVAL_TO_OBJECT( argv[0] );
CStr templateName;
if( !JSVAL_IS_NULL( argv[0] ) && JSVAL_IS_OBJECT( argv[0] ) && ( JS_GetClass( jsBaseEntity ) == &JSI_BaseEntity::JSI_class ) )
{
baseEntity = (CBaseEntity*)JS_GetPrivate( cx, jsBaseEntity );
}
else
if( !JSVAL_IS_OBJECT( argv[0] ) || !( baseEntity = (CBaseEntity*)JS_GetInstancePrivate( cx, jsBaseEntity, &JSI_BaseEntity::JSI_class, NULL ) ) )
{
try
{
@ -99,10 +94,10 @@ JSBool JSI_Entity::construct( JSContext* cx, JSObject* obj, unsigned int argc, j
JS_ReportError( cx, "No such template: %s", (const char*)templateName );
return( JS_TRUE );
}
JSObject* jsVector3D = JSVAL_TO_OBJECT( argv[1] );
if( !JSVAL_IS_NULL( argv[1] ) && JSVAL_IS_OBJECT( argv[1] ) && ( JS_GetClass( jsVector3D ) == &JSI_Vector3D::JSI_class ) )
JSI_Vector3D::Vector3D_Info* jsVector3D = NULL;
if( JSVAL_IS_OBJECT( argv[1] ) && ( jsVector3D = (JSI_Vector3D::Vector3D_Info*)JS_GetInstancePrivate( cx, JSVAL_TO_OBJECT( argv[1] ), &JSI_Vector3D::JSI_class, NULL ) ) )
{
position = *( ( (JSI_Vector3D::Vector3D_Info*)JS_GetPrivate( cx, jsVector3D ) )->vector );
position = *( jsVector3D->vector );
}
if( argc >= 3 )
{

View file

@ -4,10 +4,12 @@
#include "Renderer.h"
#include "Terrain.h"
#include "LightEnv.h"
#include "HFTracer.h"
#include "TextureManager.h"
#include "ObjectManager.h"
#include "Prometheus.h"
#include "Hotkey.h"
#include "ConfigDB.h"
#include "sdl.h"
#include "res/tex.h"
@ -34,15 +36,23 @@ CLightEnv g_LightEnv;
float g_CameraZoom = 10;
std::vector<CVector3D> cameraTargets;
CVector3D cameraBookmarks[10];
bool bookmarkInUse[10] = { false, false, false, false, false, false, false, false, false, false };
u8 currentBookmark = 255;
CVector3D cameraDelta;
CVector3D cameraPivot;
// These were 'const'; loaded from config now.
float ViewScrollSpeed = 60;
float ViewRotateSensitivity = 0.002f;
float ViewRotateAboutTargetSensitivity = 0.010f;
float ViewDragSensitivity = 0.5f;
float ViewZoomSensitivityWheel = 16.0f;
float ViewZoomSensitivity = 256.0f;
float ViewZoomSmoothness = 0.02f; // 0.0 = instantaneous zooming, 1.0 = so slow it never moves
float ViewSnapSmoothness = 0.02f; // Just the same.
const float ViewScrollSpeed = 60;
const float ViewRotateSensitivity = 0.002f;
const float ViewDragSensitivity = 0.5f;
const float ViewZoomSensitivityWheel = 16.0f;
const float ViewZoomSensitivity = 256.0f;
const float ViewZoomSmoothness = 0.02f; // 0.0 = instantaneous zooming, 1.0 = so slow it never moves
const float ViewSnapSmoothness = 0.02f; // Just the same.
float ViewFOV;
extern int g_xres, g_yres;
@ -56,6 +66,26 @@ void terr_init()
vp.m_Height=g_yres;
g_Camera.SetViewPort(&vp);
CConfigValue* cfg;
#define getViewParameter( name, value ) STMT( \
cfg = g_ConfigDB.GetValue( CFG_SYSTEM, name );\
if( cfg ) cfg->GetFloat( value ); )
getViewParameter( "view.scroll.speed", ViewScrollSpeed );
getViewParameter( "view.rotate.speed", ViewRotateSensitivity );
getViewParameter( "view.rotate.abouttarget.speed", ViewRotateAboutTargetSensitivity );
getViewParameter( "view.drag.speed", ViewDragSensitivity );
getViewParameter( "view.zoom.speed", ViewZoomSensitivity );
getViewParameter( "view.zoom.wheel.speed", ViewZoomSensitivityWheel );
getViewParameter( "view.zoom.smoothness", ViewZoomSmoothness );
getViewParameter( "view.snap.smoothness", ViewSnapSmoothness );
if( ( ViewZoomSmoothness < 0.0f ) || ( ViewZoomSmoothness > 1.0f ) ) ViewZoomSmoothness = 0.02f;
if( ( ViewSnapSmoothness < 0.0f ) || ( ViewSnapSmoothness > 1.0f ) ) ViewSnapSmoothness = 0.02f;
#undef getViewParameter
InitResources ();
InitScene ();
}
@ -85,9 +115,9 @@ static void move_camera(float DeltaTime)
// Miscellaneous vectors
CVector3D forwards = g_Camera.m_Orientation.GetIn();
CVector3D upwards (0.0f, 1.0f, 0.0f);
CVector3D rightwards = upwards.Cross(forwards);
rightwards.Normalize();
CVector3D rightwards = g_Camera.m_Orientation.GetLeft() * -1.0f; // upwards.Cross(forwards);
CVector3D upwards( 0.0f, 1.0f, 0.0f );
// rightwards.Normalize();
CVector3D forwards_horizontal = forwards;
forwards_horizontal.Y = 0.0f;
@ -117,9 +147,39 @@ static void move_camera(float DeltaTime)
g_Camera.m_Orientation.Translate(position);
}
/*
else if (mouseButtons[SDL_BUTTON_MIDDLE])
*/
else if( hotkeys[HOTKEY_CAMERA_ROTATE_ABOUT_TARGET] )
{
CVector3D origin = g_Camera.m_Orientation.GetTranslation();
CVector3D delta = origin - cameraPivot;
CQuaternion rotateH, rotateV; CMatrix3D rotateM;
// Side-to-side rotation
rotateH.FromAxisAngle( upwards, ViewRotateAboutTargetSensitivity * (float)mouse_dx );
// Up-down rotation
rotateV.FromAxisAngle( rightwards, ViewRotateAboutTargetSensitivity * (float)mouse_dy );
rotateH *= rotateV;
rotateH.ToMatrix( rotateM );
delta = rotateM.Rotate( delta );
// Lock the inclination to a rather arbitrary values (for the sake of graphical decency)
float scan = sqrt( delta.X * delta.X + delta.Z * delta.Z ) / delta.Y;
if( ( scan >= 0.5f ) )
{
// Move the camera to the origin (in preparation for rotation )
g_Camera.m_Orientation.Translate( origin * -1.0f );
g_Camera.m_Orientation.Rotate( rotateH );
// Move the camera back to where it belongs
g_Camera.m_Orientation.Translate( cameraPivot + delta );
}
}
else if( hotkeys[HOTKEY_CAMERA_PAN] )
{
// Middle-drag to pan
@ -129,15 +189,18 @@ static void move_camera(float DeltaTime)
// Mouse movement
if (mouse_x >= g_xres-2)
g_Camera.m_Orientation.Translate(rightwards * (ViewScrollSpeed * DeltaTime));
else if (mouse_x <= 3)
g_Camera.m_Orientation.Translate(-rightwards * (ViewScrollSpeed * DeltaTime));
if( !hotkeys[HOTKEY_CAMERA_ROTATE] && !hotkeys[HOTKEY_CAMERA_ROTATE_ABOUT_TARGET] )
{
if (mouse_x >= g_xres-2)
g_Camera.m_Orientation.Translate(rightwards * (ViewScrollSpeed * DeltaTime));
else if (mouse_x <= 3)
g_Camera.m_Orientation.Translate(-rightwards * (ViewScrollSpeed * DeltaTime));
if (mouse_y >= g_yres-2)
g_Camera.m_Orientation.Translate(-forwards_horizontal * (ViewScrollSpeed * DeltaTime));
else if (mouse_y <= 3)
g_Camera.m_Orientation.Translate(forwards_horizontal * (ViewScrollSpeed * DeltaTime));
if (mouse_y >= g_yres-2)
g_Camera.m_Orientation.Translate(-forwards_horizontal * (ViewScrollSpeed * DeltaTime));
else if (mouse_y <= 3)
g_Camera.m_Orientation.Translate(forwards_horizontal * (ViewScrollSpeed * DeltaTime));
}
// Keyboard movement (added to mouse movement, so you can go faster if you want)
@ -152,7 +215,6 @@ static void move_camera(float DeltaTime)
if( hotkeys[HOTKEY_CAMERA_PAN_FORWARD] )
g_Camera.m_Orientation.Translate(forwards_horizontal * (ViewScrollSpeed * DeltaTime));
// Smoothed zooming (move a certain percentage towards the desired zoom distance every frame)
static float zoom_delta = 0.0f;
@ -325,7 +387,22 @@ int terr_handler(const SDL_Event* ev)
g_Camera.m_Orientation.Translate (100, 150, -100);
return( EV_HANDLED );
case HOTKEY_CAMERA_ROTATE_ABOUT_TARGET:
{
int x, z;
CHFTracer tracer( g_Terrain.GetHeightMap(), g_Terrain.GetVerticesPerSide(), CELL_SIZE, HEIGHT_SCALE );
CVector3D origin, dir;
origin = g_Camera.m_Orientation.GetTranslation();
dir = g_Camera.m_Orientation.GetIn();
g_Camera.BuildCameraRay( origin, dir );
if( !tracer.RayIntersect( origin, dir, x, z, cameraPivot ) )
cameraPivot = origin - dir * ( origin.Y / dir.Y );
}
return( EV_HANDLED );
}
}
return EV_PASS;