0ad/source/tools/atlas/AtlasUI/ScenarioEditor/Tools/ActorViewerTool.cpp
Ralph Sennhauser fa9584fdc0
Fix some Atlas header includes
iwyu 0.26 now want's full declaration of TYPE in case of
std::vector<TYPE>, which is good as it allows the header to be
self standing.

There are some other changes suggested in part of the headers not being
updated when they should have been and some due to changes in iwyu
itself.

Ref: #8086
Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2026-06-12 21:22:36 +02:00

190 lines
5.9 KiB
C++

/* Copyright (C) 2026 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/MiscState.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 <algorithm>
#include <cmath>
#include <numbers>
#include <vector>
#include <wx/event.h>
#include <wx/mousestate.h>
#include <wx/object.h>
using AtlasMessage::Position;
// ObjectSidebar handles the display and animation etc of the actor;
// this tool mainly handles the user input and toggling the rendering.
// (There isn't a hugely clear separation of responsibilities.)
class ActorViewerTool : public StateDrivenTool<ActorViewerTool>
{
DECLARE_DYNAMIC_CLASS(ActorViewerTool);
// Camera settings
float m_Distance;
float m_Angle;
float m_Elevation;
// Mouse input state
int m_LastX, m_LastY;
bool m_LastIsValid;
public:
ActorViewerTool() :
m_Distance(20.f), m_Angle(0.f), m_Elevation(std::numbers::pi_v<float> / 6.f),
m_LastIsValid(false)
{
}
void PostLookAt()
{
float offset = 0.3f; // slight fudge so we turn nicely when going over the top of the unit
POST_MESSAGE(LookAt, (AtlasMessage::eRenderView::ACTOR,
Position(
m_Distance*cos(m_Elevation)*sin(m_Angle) + offset*cos(m_Angle),
m_Distance*sin(m_Elevation),
m_Distance*cos(m_Elevation)*cos(m_Angle) - offset*sin(m_Angle)),
Position(0, 0, 0)));
}
virtual void Init(void* initData, ScenarioEditor* scenarioEditor)
{
StateDrivenTool<ActorViewerTool>::Init(initData, scenarioEditor);
SetState(&Viewing);
}
void OnEnable()
{
GetScenarioEditor().GetObjectSettings().SetView(AtlasMessage::eRenderView::ACTOR);
std::vector<AtlasMessage::ObjectID> selected;
selected.push_back(0);
g_SelectedObjects = selected;
PostLookAt();
POST_MESSAGE(RenderEnable, (AtlasMessage::eRenderView::ACTOR));
}
void OnDisable()
{
GetScenarioEditor().GetObjectSettings().SetView(AtlasMessage::eRenderView::GAME);
std::vector<AtlasMessage::ObjectID> selected;
g_SelectedObjects = selected;
POST_MESSAGE(RenderEnable, (AtlasMessage::eRenderView::GAME));
}
struct sViewing : public State
{
bool OnMouse(ActorViewerTool* obj, wxMouseEvent& evt)
{
bool camera_changed = false;
if (evt.GetWheelRotation())
{
float speed = -1.f * ScenarioEditor::GetSpeedModifier();
obj->m_Distance += evt.GetWheelRotation() * speed / evt.GetWheelDelta();
camera_changed = true;
}
if (evt.ButtonDown(wxMOUSE_BTN_LEFT) || evt.ButtonDown(wxMOUSE_BTN_RIGHT))
{
obj->m_LastX = evt.GetX();
obj->m_LastY = evt.GetY();
obj->m_LastIsValid = true;
}
else if (evt.Dragging()
&& (evt.ButtonIsDown(wxMOUSE_BTN_LEFT) || evt.ButtonIsDown(wxMOUSE_BTN_RIGHT))
&& obj->m_LastIsValid)
{
int dx = evt.GetX() - obj->m_LastX;
int dy = evt.GetY() - obj->m_LastY;
obj->m_LastX = evt.GetX();
obj->m_LastY = evt.GetY();
obj->m_Angle += dx * std::numbers::pi_v<float> / 256.f * ScenarioEditor::GetSpeedModifier();
if (evt.ButtonIsDown(wxMOUSE_BTN_LEFT))
obj->m_Distance += dy / 8.f * ScenarioEditor::GetSpeedModifier();
else // evt.ButtonIsDown(wxMOUSE_BTN_RIGHT))
obj->m_Elevation += dy * std::numbers::pi_v<float> / 256.f * ScenarioEditor::GetSpeedModifier();
camera_changed = true;
}
else if ((evt.ButtonUp(wxMOUSE_BTN_LEFT) || evt.ButtonUp(wxMOUSE_BTN_RIGHT))
&& !(evt.ButtonIsDown(wxMOUSE_BTN_LEFT) || evt.ButtonIsDown(wxMOUSE_BTN_RIGHT))
)
{
// In some situations (e.g. double-clicking the title bar to
// maximise the window) we get a dragging event without the matching
// buttondown; so disallow dragging when all buttons were released since
// the last buttondown.
// (TODO: does this problem affect the scenario editor too?)
obj->m_LastIsValid = false;
}
obj->m_Distance = std::max(obj->m_Distance, 1/64.f); // don't let people fly through the origin
if (camera_changed)
obj->PostLookAt();
return true;
}
bool OnKey(ActorViewerTool* obj, wxKeyEvent& evt, KeyEventType type)
{
// (TODO: this should probably be 'char' not 'down'; but we don't get
// 'char' unless we return false from this function, in which case the
// scenario editor intercepts some other keys for itself)
if (type == KEY_DOWN)
{
const int maxPlayerID = obj->GetScenarioEditor().GetMapSettings()["PlayerData"]["item"].count();
int playerID = -1;
if (evt.GetKeyCode() >= '0' && evt.GetKeyCode() <= '8')
playerID = evt.GetKeyCode() - '0';
else if (evt.GetKeyCode() >= WXK_NUMPAD0 && evt.GetKeyCode() <= WXK_NUMPAD8)
playerID = evt.GetKeyCode() - WXK_NUMPAD0;
if (playerID >= 0 && playerID <= maxPlayerID)
{
obj->GetScenarioEditor().GetObjectSettings().SetPlayerID(playerID);
obj->GetScenarioEditor().GetObjectSettings().NotifyObservers();
}
}
// Prevent keys from passing through to the scenario editor
return true;
}
}
Viewing;
};
IMPLEMENT_DYNAMIC_CLASS(ActorViewerTool, StateDrivenTool<ActorViewerTool>);