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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program 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 3 of the License, or
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(at your option) any later version.
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This program 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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// plSceneInputInterface //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef _plSceneInputInterface_h
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#define _plSceneInputInterface_h
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#include "plInputInterface.h"
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#include "hsGeometry3.h"
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#include "pnKeyedObject/plKey.h"
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#include "pnUUID/pnUUID.h"
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//// Class Definition ////////////////////////////////////////////////////////
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class plPipeline;
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class plSceneObject;
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class plSceneInputInterface : public plInputInterface
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{
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enum
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{
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kNotOffering = 0,
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kOfferBook,
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kBookOffered,
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kOfferAccepted,
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kOfferLinkPending,
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};
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protected:
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static plSceneInputInterface *fInstance;
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uint32_t fCurrentCursor;
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uint8_t fButtonState;
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bool fClickability;
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plKey fCurrentClickable, fLastClicked, fCurrentClickableLogicMod;
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hsPoint3 fCurrentClickPoint;
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bool fCurrClickIsAvatar, fLastClickIsAvatar,fFadedLocalAvatar;
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bool fPendingLink;
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int fBookMode; // are we in offer book mode?
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plKey fBookKey; // key for the python file modifier for the book we are offering
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plKey fOffereeKey;
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uint32_t fOffereeID; // ID for the guy who's accepted our link offer
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plString fOfferedAgeFile;
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plString fOfferedAgeInstance;
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plString fSpawnPoint;
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plUUID fAgeInstanceGuid;
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struct clickableTest
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{
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clickableTest(plKey k)
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{
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key = k;
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val = false;
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}
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plKey key;
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bool val;
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};
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hsTArray<clickableTest *> fClickableMap;
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hsTArray<plKey> fIgnoredAvatars; // these are ignored because they are engaged in avatar-avatar interactions which need to be left undisturbed
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hsTArray<plKey> fGUIIgnoredAvatars; // these are ignored because they have a GUI in their face right now
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hsTArray<plKey> fLocalIgnoredAvatars; // these are ALL avatars currently in your age. they are ignored when you press the 'ignore' key so you can
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// select clickable non-avatar objects through them.
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hsPoint3 fLastStartPt, fLastEndPt;
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plPipeline *fPipe;
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virtual bool IEval( double secs, float del, uint32_t dirty );
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void IRequestLOSCheck( float xPos, float yPos, int ID );
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void ISetLastClicked( plKey obj, hsPoint3 hitPoint );
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void IHalfFadeAvatar(bool out);
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bool IWorldPosMovedSinceLastLOSCheck( void );
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void ClearClickableMap();
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void ISendOfferNotification(plKey& offeree, int ID, bool net);
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void IManageIgnoredAvatars(plKey& offeree, bool add);
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void ISendAvatarDisabledNotification(bool enabled);
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void ILinkOffereeToAge();
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public:
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plSceneInputInterface();
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virtual ~plSceneInputInterface();
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static bool fShowLOS;
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// Always return true, since the cursor should be representing how we control the avatar
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virtual bool HasInterestingCursorID( void ) const { return ( fCurrentCursor != kNullCursor ) ? true : false; }
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virtual uint32_t GetPriorityLevel( void ) const { return kSceneInteractionPriority; }
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virtual uint32_t GetCurrentCursorID( void ) const {return fCurrentCursor;}
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uint32_t SetCurrentCursorID(uint32_t id);
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virtual bool InterpretInputEvent( plInputEventMsg *pMsg );
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void RequestAvatarTurnToPointLOS();
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virtual bool MsgReceive( plMessage *msg );
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virtual void Init( plInputInterfaceMgr *manager );
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virtual void Shutdown( void );
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virtual void ResetClickableState();
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plKey GetCurrMousedAvatar( void ) const { if( fCurrClickIsAvatar ) return fCurrentClickable; else return nil; }
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static plSceneInputInterface *GetInstance( void ) { return fInstance; }
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};
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#endif //_plSceneInputInterface_h
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