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