mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-10 01:58:19 +00:00
add editor object class
This class is slightly more light-weight than a CEditorComponent and its naming makes it more natural to inherit for envelope points, proof-mode positions etc.
This commit is contained in:
parent
48a92f1eac
commit
719b2bdadd
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@ -2271,6 +2271,8 @@ if(CLIENT)
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component.h
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editor.cpp
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editor.h
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editor_object.cpp
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editor_object.h
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explanations.cpp
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map_grid.cpp
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map_grid.h
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@ -1,22 +1,5 @@
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#include "component.h"
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#include "editor.h"
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void CEditorComponent::Init(CEditor *pEditor)
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{
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m_pEditor = pEditor;
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OnReset();
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}
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void CEditorComponent::OnUpdate(CUIRect View)
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{
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OnRender(View);
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if(IsActive())
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OnActive();
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else if(IsHot())
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OnHot();
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}
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bool CEditorComponent::OnInput(const IInput::CEvent &Event)
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{
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for(CEditorComponent &Component : m_vSubComponents)
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@ -27,48 +10,6 @@ bool CEditorComponent::OnInput(const IInput::CEvent &Event)
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return false;
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}
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void CEditorComponent::OnRender(CUIRect View) {}
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void CEditorComponent::OnReset() {}
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void CEditorComponent::OnMapLoad() {}
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bool CEditorComponent::IsHot()
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{
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return UI()->HotItem() == this;
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}
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void CEditorComponent::SetHot()
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{
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UI()->SetHotItem(this);
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}
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void CEditorComponent::UnsetHot()
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{
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if(IsHot())
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UI()->SetHotItem(nullptr);
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}
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void CEditorComponent::OnHot() {}
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bool CEditorComponent::IsActive()
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{
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return UI()->CheckActiveItem(this);
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}
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void CEditorComponent::SetActive()
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{
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SetHot();
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UI()->SetActiveItem(this);
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}
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void CEditorComponent::SetInactive()
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{
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if(IsActive())
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UI()->SetActiveItem(nullptr);
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}
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void CEditorComponent::OnActive() {}
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void CEditorComponent::InitSubComponents()
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{
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for(CEditorComponent &Component : m_vSubComponents)
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@ -81,17 +22,3 @@ void CEditorComponent::RegisterSubComponent(CEditorComponent &Component)
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{
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m_vSubComponents.emplace_back(Component);
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}
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CEditor *CEditorComponent::Editor() { return m_pEditor; }
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const CEditor *CEditorComponent::Editor() const { return m_pEditor; }
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IInput *CEditorComponent::Input() { return m_pEditor->Input(); }
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IClient *CEditorComponent::Client() { return m_pEditor->Client(); }
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CConfig *CEditorComponent::Config() { return m_pEditor->Config(); }
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IConsole *CEditorComponent::Console() { return m_pEditor->Console(); }
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IEngine *CEditorComponent::Engine() { return m_pEditor->Engine(); }
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IGraphics *CEditorComponent::Graphics() { return m_pEditor->Graphics(); }
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ISound *CEditorComponent::Sound() { return m_pEditor->Sound(); }
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ITextRender *CEditorComponent::TextRender() { return m_pEditor->TextRender(); }
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IStorage *CEditorComponent::Storage() { return m_pEditor->Storage(); }
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CUI *CEditorComponent::UI() { return m_pEditor->UI(); }
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CRenderTools *CEditorComponent::RenderTools() { return m_pEditor->RenderTools(); }
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@ -1,91 +1,30 @@
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#ifndef GAME_EDITOR_COMPONENT_H
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#define GAME_EDITOR_COMPONENT_H
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#include <functional>
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#include <game/client/ui.h>
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#include "editor_object.h"
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class CEditor;
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class IInput;
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class IClient;
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class CConfig;
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class IConsole;
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class IEngine;
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class IGraphics;
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class ISound;
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class ITextRender;
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class IStorage;
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class CRenderTools;
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#include <vector>
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class CEditorComponent
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class CEditorComponent : public CEditorObject
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{
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public:
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virtual ~CEditorComponent() = default;
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/**
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* Initialise the component and interface pointers.
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* Needs to be the first function that is called.
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*/
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virtual void Init(CEditor *pEditor);
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/**
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* Calls `OnRender` and then maybe `OnHot` or `OnActive`.
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*/
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void OnUpdate(CUIRect View);
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/**
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* Gets called before `OnRender`. Should return true
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* if the event was consumed.
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* if the event was consumed. By default the events
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* are forwarded to the subcomponents.
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*/
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virtual bool OnInput(const IInput::CEvent &Event);
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virtual void OnRender(CUIRect View);
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/**
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* Gets called after `OnRender` when the component is hot but not active.
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* I
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*/
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virtual void OnHot();
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/**
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* Gets called after `OnRender` when the component is active.
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*/
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virtual void OnActive();
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virtual void OnReset();
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virtual void OnMapLoad();
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bool IsHot();
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void SetHot();
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void UnsetHot();
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bool IsActive();
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void SetActive();
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void SetInactive();
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virtual bool OnInput(const IInput::CEvent &Event) override;
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/**
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* Initialise all registered subcomponents.
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* Needs to be called after the interfaces have been initialised.
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*/
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void InitSubComponents();
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// Register a new subcomponent.
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void RegisterSubComponent(CEditorComponent &Component);
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CEditor *Editor();
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const CEditor *Editor() const;
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IInput *Input();
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IClient *Client();
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CConfig *Config();
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IConsole *Console();
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IEngine *Engine();
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IGraphics *Graphics();
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ISound *Sound();
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ITextRender *TextRender();
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IStorage *Storage();
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CUI *UI();
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CRenderTools *RenderTools();
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private:
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CEditor *m_pEditor;
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std::vector<std::reference_wrapper<CEditorComponent>> m_vSubComponents = {};
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};
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79
src/game/editor/editor_object.cpp
Normal file
79
src/game/editor/editor_object.cpp
Normal file
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@ -0,0 +1,79 @@
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#include "editor_object.h"
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#include "editor.h"
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void CEditorObject::Init(CEditor *pEditor)
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{
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m_pEditor = pEditor;
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OnReset();
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}
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void CEditorObject::OnUpdate(CUIRect View)
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{
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OnRender(View);
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if(IsActive())
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OnActive();
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else if(IsHot())
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OnHot();
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}
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bool CEditorObject::OnInput(const IInput::CEvent &Event)
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{
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return false;
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}
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void CEditorObject::OnRender(CUIRect View) {}
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void CEditorObject::OnReset() {}
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void CEditorObject::OnMapLoad() {}
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bool CEditorObject::IsHot()
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{
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return UI()->HotItem() == this;
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}
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void CEditorObject::SetHot()
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{
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UI()->SetHotItem(this);
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}
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void CEditorObject::UnsetHot()
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{
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if(IsHot())
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UI()->SetHotItem(nullptr);
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}
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void CEditorObject::OnHot() {}
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bool CEditorObject::IsActive()
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{
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return UI()->CheckActiveItem(this);
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}
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void CEditorObject::SetActive()
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{
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SetHot();
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UI()->SetActiveItem(this);
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}
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void CEditorObject::SetInactive()
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{
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if(IsActive())
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UI()->SetActiveItem(nullptr);
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}
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void CEditorObject::OnActive() {}
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CEditor *CEditorObject::Editor() { return m_pEditor; }
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const CEditor *CEditorObject::Editor() const { return m_pEditor; }
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IInput *CEditorObject::Input() { return m_pEditor->Input(); }
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IClient *CEditorObject::Client() { return m_pEditor->Client(); }
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CConfig *CEditorObject::Config() { return m_pEditor->Config(); }
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IConsole *CEditorObject::Console() { return m_pEditor->Console(); }
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IEngine *CEditorObject::Engine() { return m_pEditor->Engine(); }
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IGraphics *CEditorObject::Graphics() { return m_pEditor->Graphics(); }
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ISound *CEditorObject::Sound() { return m_pEditor->Sound(); }
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ITextRender *CEditorObject::TextRender() { return m_pEditor->TextRender(); }
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IStorage *CEditorObject::Storage() { return m_pEditor->Storage(); }
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CUI *CEditorObject::UI() { return m_pEditor->UI(); }
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CRenderTools *CEditorObject::RenderTools() { return m_pEditor->RenderTools(); }
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src/game/editor/editor_object.h
Normal file
86
src/game/editor/editor_object.h
Normal file
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@ -0,0 +1,86 @@
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#ifndef GAME_EDITOR_EDITOR_OBJECT_H
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#define GAME_EDITOR_EDITOR_OBJECT_H
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#include <functional>
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#include <engine/input.h>
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#include <game/client/ui_rect.h>
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class CUI;
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class CEditor;
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class IClient;
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class CConfig;
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class IConsole;
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class IEngine;
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class IGraphics;
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class ISound;
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class ITextRender;
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class IStorage;
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class CRenderTools;
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class CEditorObject
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{
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public:
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virtual ~CEditorObject() = default;
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/**
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* Initialise the component and interface pointers.
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* Needs to be the first function that is called.
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* The default implentation also resets the component.
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*/
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virtual void Init(CEditor *pEditor);
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/**
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* Calls `OnRender` and then maybe `OnHot` or `OnActive`.
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*/
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void OnUpdate(CUIRect View);
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/**
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* Gets called before `OnRender`. Should return true
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* if the event was consumed.
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*/
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virtual bool OnInput(const IInput::CEvent &Event);
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virtual void OnRender(CUIRect View);
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/**
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* Gets called after `OnRender` when the component is hot but not active.
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* I
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*/
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virtual void OnHot();
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/**
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* Gets called after `OnRender` when the component is active.
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*/
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virtual void OnActive();
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virtual void OnReset();
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virtual void OnMapLoad();
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bool IsHot();
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void SetHot();
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void UnsetHot();
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bool IsActive();
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void SetActive();
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void SetInactive();
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CEditor *Editor();
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const CEditor *Editor() const;
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IInput *Input();
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IClient *Client();
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CConfig *Config();
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IConsole *Console();
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IEngine *Engine();
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IGraphics *Graphics();
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ISound *Sound();
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ITextRender *TextRender();
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IStorage *Storage();
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CUI *UI();
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CRenderTools *RenderTools();
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private:
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CEditor *m_pEditor;
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};
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#endif
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