0ad/source/tools/atlas/AtlasUI/ScenarioEditor/Tools/PlaceObject.cpp
Ralph Sennhauser e22c5bd05e
Fix some includes in atlas
Make include-what-you-use happy with some files in source/tools/atlas
and fix what needs to be fixed.

Update premake script to include missing deps and drop various extra
paths for simplification.

Don't always include wx/wx.h via precompiled.h in case PCH is disabled.

Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-08-21 14:18:38 +02:00

247 lines
6.4 KiB
C++

/* Copyright (C) 2025 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 <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "tools/atlas/AtlasUI/General/Observable.h"
#include "tools/atlas/AtlasUI/ScenarioEditor/ScenarioEditor.h"
#include "tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/ObjectSettings.h"
#include "tools/atlas/AtlasUI/ScenarioEditor/Tools/Common/Tools.h"
#include "tools/atlas/GameInterface/MessagePasser.h"
#include "tools/atlas/GameInterface/Messages.h"
#include "tools/atlas/GameInterface/SharedTypes.h"
#include <cmath>
#include <ctime>
#include <list>
#include <random>
#include <string>
#include <wx/chartype.h>
#include <wx/debug.h>
#include <wx/defs.h>
#include <wx/event.h>
#include <wx/object.h>
#include <wx/string.h>
using AtlasMessage::Position;
static float g_DefaultAngle = (float)(M_PI*3.0/4.0);
class PlaceObject : public StateDrivenTool<PlaceObject>
{
DECLARE_DYNAMIC_CLASS(PlaceObject);
Position m_ScreenPos, m_ObjPos, m_Target;
wxString m_ObjectID;
unsigned int m_ActorSeed;
int m_RotationDirection;
public:
PlaceObject(): m_RotationDirection(0)
{
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<PlaceObject>::Init(initData, scenarioEditor);
wxASSERT(initData);
wxString& id = *static_cast<wxString*>(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 if (evt.GetKeyCode() == WXK_PAGEDOWN)
{
if (type == KEY_DOWN)
m_RotationDirection = 1;
else if (type == KEY_UP)
m_RotationDirection = 0;
else
return false;
return true;
}
else if (evt.GetKeyCode() == WXK_PAGEUP)
{
if (type == KEY_DOWN)
m_RotationDirection = -1;
else if (type == KEY_UP)
m_RotationDirection = 0;
else
return false;
return true;
}
else
return false;
}
void RotateTick(float dt)
{
if (m_RotationDirection)
{
float speed = M_PI/2.f * ScenarioEditor::GetSpeedModifier(); // radians per second
g_DefaultAngle += (m_RotationDirection * dt * speed);
SendObjectMsg(true);
}
}
void RandomizeActorSeed()
{
std::mt19937 engine(std::time(nullptr));
std::uniform_int_distribution<unsigned int> distribution(0, 65535);
m_ActorSeed = distribution(engine);
}
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<PlaceObject>);