// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero 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 Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef R2_TOOL_CREATE_ENTITY_H #define R2_TOOL_CREATE_ENTITY_H #include "tool_choose_pos.h" #include "nel/misc/vector.h" #include "prim_render.h" #include "../decal.h" #include "auto_group.h" #include "displayer_visual_entity.h" class CEntity; namespace NLGUI { class CLuaObject; } namespace R2 { /** * Tool to create an entity or an array of entities in the scene * A transparent version of the entity to be created is drawn under the mouse * at the creation position */ class CToolCreateEntity : public CToolChoosePos { public: NLMISC_DECLARE_CLASS(R2::CToolCreateEntity); CToolCreateEntity() { nlassert(0); } ~CToolCreateEntity(); // CToolCreateEntity(uint ghostSlot, const std::string &paletteId, bool arrayMode); const std::string &getPaletteId() const { return _PaletteId; } protected: // from CTool virtual void onActivate(); // virtual void updateBeforeRender(); virtual void updateAfterRender(); virtual bool onMouseLeftButtonClicked(); virtual bool onMouseRightButtonClicked(); // from CToolChoosePos virtual void commit(const NLMISC::CVector &createPosition, float createAngle); virtual void updateInvalidCursorOnUI(); virtual bool stopAfterCommit() const; virtual void cancel(); private: enum TCreateState { CreateSingle = 0, ChooseArrayOrigin, DrawArray }; private: TCreateState _CreateState; std::string _PaletteId; std::string _EntityCategory; CAutoGroup _AutoGroup; CVector _ArrayOrigin; CVector _ArrayEnd; float _ArrayDefaultAngle; bool _ValidArray; enum TArrayWantedAction { ArrayActionNone = 0, ArrayActionValidate, ArrayActionCancel }; TArrayWantedAction _ArrayWantedAction; std::vector _ArrayElements; // ghost elements forming the array before it is drawn private: /** Create an entity in scenario (possibly a ghost one) from a CEntityCL * \return InstanceId of the newly created entity. */ std::string cloneEntityIntoScenario(CEntityCL *clonee, const NLMISC::CVector &createPosition, float createAngle, bool newAction, bool createGhost ); // array management void updateAutoGroup(); void updateArray(CEntityCL *clonee); void commitArray(); void clearArray(); bool isBotObjectSheet(const NLMISC::CSheetId &sheetId) const; }; } // R2 #endif