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https://gitea.wildfiregames.com/0ad/0ad
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C++20 added π (pi) to the standard, replace the C macro globally. Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
248 lines
6.5 KiB
C++
248 lines
6.5 KiB
C++
/* Copyright (C) 2026 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "tools/atlas/AtlasUI/General/Observable.h"
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#include "tools/atlas/AtlasUI/ScenarioEditor/ScenarioEditor.h"
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#include "tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/ObjectSettings.h"
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#include "tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/Tools.h"
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#include "tools/atlas/GameInterface/MessagePasser.h"
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#include "tools/atlas/GameInterface/Messages.h"
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#include "tools/atlas/GameInterface/SharedTypes.h"
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#include <cmath>
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#include <ctime>
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#include <list>
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#include <numbers>
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#include <random>
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#include <string>
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#include <wx/chartype.h>
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#include <wx/debug.h>
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#include <wx/defs.h>
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#include <wx/event.h>
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#include <wx/object.h>
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#include <wx/string.h>
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using AtlasMessage::Position;
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static float g_DefaultAngle = std::numbers::pi_v<float> * 3.f / 4.f;
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class PlaceObject : public StateDrivenTool<PlaceObject>
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{
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DECLARE_DYNAMIC_CLASS(PlaceObject);
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Position m_ScreenPos, m_ObjPos, m_Target;
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wxString m_ObjectID;
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unsigned int m_ActorSeed;
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int m_RotationDirection;
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public:
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PlaceObject(): m_RotationDirection(0)
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{
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SetState(&Waiting);
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}
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void SendObjectMsg(bool preview)
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{
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int dragDistSq =
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(m_ScreenPos.type1.x-m_Target.type1.x)*(m_ScreenPos.type1.x-m_Target.type1.x)
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+ (m_ScreenPos.type1.y-m_Target.type1.y)*(m_ScreenPos.type1.y-m_Target.type1.y);
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bool useTarget = (dragDistSq >= 16*16);
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if (preview)
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POST_MESSAGE(ObjectPreview, ((std::wstring)m_ObjectID.wc_str(), GetScenarioEditor().GetObjectSettings().GetSettings(), m_ObjPos, useTarget, m_Target, g_DefaultAngle, m_ActorSeed, true));
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else
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{
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POST_COMMAND(CreateObject, ((std::wstring)m_ObjectID.wc_str(), GetScenarioEditor().GetObjectSettings().GetSettings(), m_ObjPos, useTarget, m_Target, g_DefaultAngle, m_ActorSeed));
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RandomizeActorSeed();
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}
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}
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virtual void Init(void* initData, ScenarioEditor* scenarioEditor)
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{
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StateDrivenTool<PlaceObject>::Init(initData, scenarioEditor);
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wxASSERT(initData);
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wxString& id = *static_cast<wxString*>(initData);
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m_ObjectID = id;
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SendObjectMsg(true);
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}
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void OnEnable()
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{
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RandomizeActorSeed();
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}
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void OnDisable()
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{
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m_ObjectID = _T("");
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SendObjectMsg(true);
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}
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/*
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Object placement:
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* Select unit from list
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* Move mouse around screen; preview of unit follows mouse
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* Left mouse down -> remember position, fix preview to point
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* Mouse move -> if moved > [limit], rotate unit to face mouse; else default orientation
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* Left mouse release -> finalise placement of object on map
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* Page up/down -> rotate default orientation
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* Escape -> cancel placement tool
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TOOD: what happens if somebody saves while the preview is active?
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*/
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bool OnMouseOverride(wxMouseEvent& WXUNUSED(evt))
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{
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// This used to let the scroll-wheel rotate units, but that overrides
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// the camera zoom and makes navigation very awkward, so it doesn't
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// any more.
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return false;
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}
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bool OnKeyOverride(wxKeyEvent& evt, KeyEventType type)
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{
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if (type == KEY_CHAR && evt.GetKeyCode() == WXK_ESCAPE)
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{
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SetState(&Disabled);
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return true;
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}
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else if (evt.GetKeyCode() == WXK_PAGEDOWN)
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{
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if (type == KEY_DOWN)
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m_RotationDirection = 1;
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else if (type == KEY_UP)
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m_RotationDirection = 0;
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else
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return false;
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return true;
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}
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else if (evt.GetKeyCode() == WXK_PAGEUP)
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{
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if (type == KEY_DOWN)
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m_RotationDirection = -1;
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else if (type == KEY_UP)
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m_RotationDirection = 0;
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else
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return false;
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return true;
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}
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else
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return false;
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}
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void RotateTick(float dt)
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{
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if (m_RotationDirection)
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{
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float speed = std::numbers::pi_v<float> / 2.f * ScenarioEditor::GetSpeedModifier(); // radians per second
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g_DefaultAngle += (m_RotationDirection * dt * speed);
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SendObjectMsg(true);
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}
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}
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void RandomizeActorSeed()
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{
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std::mt19937 engine(std::time(nullptr));
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std::uniform_int_distribution<unsigned int> distribution(0, 65535);
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m_ActorSeed = distribution(engine);
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}
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struct sWaiting : public State
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{
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bool OnMouse(PlaceObject* obj, wxMouseEvent& evt)
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{
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if (obj->OnMouseOverride(evt))
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return true;
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else if (evt.LeftDown())
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{
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obj->m_ObjPos = obj->m_ScreenPos = obj->m_Target = Position(evt.GetPosition());
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obj->SendObjectMsg(true);
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obj->m_ObjPos = Position::Unchanged(); // make sure object is stationary even if the camera moves
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SET_STATE(Placing);
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return true;
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}
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else if (evt.Moving())
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{
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obj->m_ObjPos = obj->m_ScreenPos = obj->m_Target = Position(evt.GetPosition());
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obj->SendObjectMsg(true);
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return true;
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}
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else
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return false;
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}
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bool OnKey(PlaceObject* obj, wxKeyEvent& evt, KeyEventType type)
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{
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if (type == KEY_CHAR && (evt.GetKeyCode() >= '0' && evt.GetKeyCode() <= '9'))
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{
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int playerID = evt.GetKeyCode() - '0';
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obj->GetScenarioEditor().GetObjectSettings().SetPlayerID(playerID);
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obj->GetScenarioEditor().GetObjectSettings().NotifyObservers();
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obj->SendObjectMsg(true);
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return true;
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}
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else
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return obj->OnKeyOverride(evt, type);
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}
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void OnTick(PlaceObject* obj, float dt)
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{
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obj->RotateTick(dt);
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}
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}
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Waiting;
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struct sPlacing : public State
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{
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bool OnMouse(PlaceObject* obj, wxMouseEvent& evt)
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{
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if (obj->OnMouseOverride(evt))
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return true;
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else if (evt.LeftUp())
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{
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obj->m_Target = Position(evt.GetPosition());
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// Create the actual object
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obj->SendObjectMsg(false);
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// Go back to preview mode
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SET_STATE(Waiting);
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obj->m_ObjPos = obj->m_ScreenPos = obj->m_Target;
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obj->SendObjectMsg(true);
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return true;
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}
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else if (evt.Dragging())
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{
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obj->m_Target = Position(evt.GetPosition());
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obj->SendObjectMsg(true);
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return true;
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}
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else
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return false;
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}
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bool OnKey(PlaceObject* obj, wxKeyEvent& evt, KeyEventType type)
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{
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return obj->OnKeyOverride(evt, type);
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}
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void OnTick(PlaceObject* obj, float dt)
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{
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obj->RotateTick(dt);
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}
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}
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Placing;
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};
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IMPLEMENT_DYNAMIC_CLASS(PlaceObject, StateDrivenTool<PlaceObject>);
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