// 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_EDITOR_H
#define R2_EDITOR_H
#include "../interface_v3/lua_object.h"
#include "instance.h"
#include "tool.h"
#include "../decal.h"
#include "../decal_anim.h"
#include "entity_custom_select_box.h"
#include "island_collision.h"
#include "prim_render.h"
//
#include "nel/misc/singleton.h"
#include "nel/misc/class_registry.h"
#include "nel/misc/time_nl.h"
#include "nel/misc/sstring.h"
#include "nel/misc/array_2d.h"
//
#include "dmc/dmc.h"
//
#include "game_share/object.h"
#include "game_share/scenario_entry_points.h"
#include "game_share/r2_types.h"
class CGroupTree;
class CEntityCL;
namespace NL3D
{
class CPackedWorld;
}
namespace R2
{
class CDynamicMapService;
class CUserComponentsManager;
class CEntitySorter;
// texture for the default mouse cursor
extern const char *DEFAULT_CURSOR;
class CDisplayerVisualEntity;
/** Ryzom Ring in game editor
*
* ///////////////////////////////////////////////////////////
* // TMP OVERVIEW OF R2 UI BEHAVIOR (WORK IN PROGRESS ...) //
* ///////////////////////////////////////////////////////////
*
*
* The ui can be in one of the following states :
*
* I CREATION MODE
* ===============
*
* No tool is displayed as "highlighted"
*
* 1) Mouse in 3D view
* --------------------
* The mouse cursor has a little star to indicate "creation mode".
* If creation is not possible at the mouse position, then there's is a little 'stop' icon shown
* No instance selection is done
*
* EVENTS :
* --------
* LCLICK -> create
* RCLICK -> cancel & restore default tool
*
* NB : we don't do creation on LDOWN or RUP in order to allow camera manipulation
*
* 2) Mouse over UI
* -----------------
* The mouse cursor still has a little star to indicate "creation mode".
* Ideally on some actions, the creation is canceled, and the default tool is backuped;
* NB nico : this is unclear to me atm, is it for button clicks only ?
* (for example just moving a slider do not seem a good reason to cancel the tool...)
* so no-op for now
* (TODO : exception for the minimap, if we want to be able to create by clicking on it ?)
*
* II CONTEXT MENU MODE
* ====================
*
* The standard mouse cursor is displayed.
*
* EVENTS :
* --------
* LDOWN / RDOWN -> cancel the menu
*
* III CAPTURED BY UI MODE
* =======================
* ... same as 'context menu mode'
*
* IV TOOL MODE
* =============
* The current tool icon is highlighted in the toolbar
*
* std tool includes :
* - Move
* - Rotate
* ...
*
* 1) Mouse in 3D view
* --------------------
* a ) Mouse over empty space in scene
* -----------------------------------
* The standard mouse cursor is displayed
*
* EVENTS :
* --------
* nothing to do here, camera event are handled by the 'UserControls' global object
* If the right button is up without being preceded by a camera move, then the context
* menu is shown
*
*
* b ) Mouse over an instance in scene that is not the selection
* -------------------------------------------------------------
* The mouse with a little circle is displayed
*
* EVENTS :
* --------
* RDOWN -> Test and see which one is best :
* - a new slection is done and the context menu is shown ?
* - nothing ? (e.g no selection and the context menu is trigerred by
* the 'UserControls' global object as usual ?
* RDOWN while maintained action : cancel the current action and restore
* state (same behaviour as most apps)
* LDOWN -> selection + tool dependent (instant action or maintained action)
* a maintained action (such as moving an entity) will usually
* capture the mouse.
* others -> tool dependent
*
* c ) Mouse over an instance in scene that the selection
* -------------------------------------------------------------
* The mouse shows the action that can be performed
* RDOWN -> same as previous
* others -> tool dependent
* RDOWN while maintained action : cancel the current action and restore
* state (same behaviour as most apps)
*
* NB : a tool may want to capture the mouse, in this case it must call CTool::captureMouse
* and CTool::releaseMouse when it is done
*
* REMARKS:
*
* - Maybe it would be cool to make camera manipulation totally orthogonal to the system,
* and transparently layered on top of it.
* This would requires using something like the middle button or some shift / control combination
* to avoid conflict with the previous events ...
*
* 2) Mouse over UI
* -----------------
* The mouse is dipslayed as usual
* Events are taken in account by the UI, not by the tool
* This is transparent for CTool derivers, because mouse events won't reach them
* Clicking in the interface doesn't change the current tool
*
*
* \author Nicolas Vizerie
* \author Nevrax France
* \date 5/2005
*/
class CEditor : public NLMISC::CSingleton
{
public:
enum TMode { NotInitialized = 0, EditionMode, GoingToDMMode, GoingToEditionMode, TestMode, DMMode,
AnimationModeLoading, AnimationModeWaitingForLoading, AnimationModeDm, AnimationModePlay,
AnimationModeGoingToDm, AnimationModeGoingToPlay, ModeCount };
enum TAccessMode { AccessEditor = 0, AccessDM, AccessOutlandOwner, AccessModeCount, AccessModeUnknown = AccessModeCount };
////////////
// OBJECT //
////////////
CEditor();
~CEditor();
// Init what's need to be initialized depending on the configuration
void autoConfigInit(bool serverIsRingSession);
// Release what's need to be released depending on the configuration
void autoConfigRelease(bool serverIsRingSession);
// initialisation of modules & gw
void initModules(bool connectDMC);
void releaseModules();
// wait first scenario to be received (may be an empty one ...)
void waitScenario();
TAccessMode getAccessMode() const { return _AccessMode; }
void setAccessMode(TAccessMode mode);
// Initialisation of the editor
void init(TMode initialMode, TAccessMode accessMode);
// reload xml, lua & translation & reset. scenario is preserved
void reset();
// reload xml, lua & translation & reset. scenario is reseted
void resetScenario();
// reload xml, lua & translation & reset. Last save scenario is reloaded
void reloadScenario();
// load / reload the work language file
void loadLanguageFile();
//
void release();
// clear all content in the map, client side
void clearContent();
//
bool isInitialized() const { return _Initialized; }
// (re)load the ui if its date changed
void reloadUI();
// set current mode of the editor
void setMode(TMode mode);
TMode getMode() const { return _Mode; }
// test if user is DMing (be it masterless or not)
bool isDMing() const;
/////////////////////
// UPDATE & EVENTS //
/////////////////////
/** Events handling
* Handle an user input event
* \return true if the event was handled by the editor
*/
bool handleEvent (const CEventDescriptor &eventDesc);
// Handle copy, reaches the editor if no edit box is currently active
void copy();
// Handle paste, reaches the editor if no edit box is currently active
void paste();
// An entity has been selected with the standard selection system (usually in test mode)
void inGameSelection(const CLFECOMMON::TCLEntityId &slot);
void onContinentChanged();
/** update of editor just before precamera call for entities
*/
void updatePreCamera();
/** update of editor (after update of entities just before render)
*/
void updateBeforeRender();
/** Update of editor (just after render of the scene and entities update and before rendering of the interface)
* This is the place to display additionnal visual infos (slection bbox etc ...)
*/
void updateAfterRender();
// called after main loop 'swap buffer'
void updateBeforeSwapBuffer();
/////////////////////////////////////////////
// CLIENT OBJECTS (yet named 'instances' ) //
/////////////////////////////////////////////
// NB about this tmp mess
// 'CInstance' are client counterparts of 'CObjectTable'
// set current selected instance in the editor
void setSelectedInstance(CInstance *inst);
void forceSetSelectedInstance(CInstance *inst);
// get current selected instance in the editor
CInstance *getSelectedInstance() const;
// set current highlighted instance in the editor
void setFocusedInstance(CInstance *inst);
// get current higlighted entity in the editor (with mouseoverit)
CInstance *getFocusedInstance() const;
//
bool hasInstance(const CInstance *instance) const;
// Check if there's an instance with the given id
bool hasInstanceWithId(const TInstanceId &id) const;
// Get an instance from its id
CInstance *getInstanceFromId(const TInstanceId &id) const;
/** Create Visual Properties for an instance
* Return false if can not retrieve VisualProperties
*/
bool getVisualPropertiesFromObject(CObject* instance, SPropVisualA& vA, SPropVisualB& vB, SPropVisualC& vC);
/** Generate a new user readable name for an object in the scene
* If the name if already postfixed by a number, it will be stripped.
* Example : Npc 1, Npc 2, Group 1, Bandit camp 1 etc.
* Localised base name is given (for example "road" if using english)
* The function looks in all road instances and finds the first free number.
*
*
* \param baseClass Filter base class for the search : only class that derived from (or are of ) that class will
* be considered when looking for a new name
*/
ucstring genInstanceName(const ucstring &baseName);
// test if an instance name is post fixed by a number
static bool isPostFixedByNumber(const ucstring &baseName);
/** test if a ucstring has the format of a generated name that is : baseName + " " + index
* Return index on success or -1 on failure
*/
static sint getGeneratedNameIndex(const std::string &nameUtf8, const std::string &baseNameUtf8);
/** Set a local user value (we name it a "cookie") that should be attached to an instance at creation time
* (that is, when the object will be created on client -> when the server creation msg is received)
* The value will be stored in the 'User' lua table.
* The 'User' table is attached to each instances in the editor and is Read/Write
* (other properties in client and server and are read only, and should be modified by sending a requestxxx network message)
* This table is local only (that is, not seen by the server, nor by other clients editing the same map).
*
* Example of use :
*
* We want that when a road is created, a dialog pop to enter the name of the road.
*
* First we must be able to distinguish between roads created by ourselves and road created by
* other persons editing the map.
*
* Secondly we don't want that all roads to have this behaviour (for example, a road in a more complex system
* would be named automatically)
*
*
* In lua script it would look like :
*
* At creation request time :
* ==========================
*
* local road = r2.newComponent("Road")
* r2.setCookie(road.InstanceId, "AskName", true)
* r2.requestInsertNode(... -> send newtork creation message for the road
*
*
* When creation message is received (may be placed in the 'onCreate' method of a displayer attached to that instance)
* ==================================================================================================================
*
* function roadDisplayer:onCreate(road)
* if road.User.AskName == true then
* -- road was created by this client
* -- dialog to enter the name was asked
* -- => popup the dialog
* ....
* end
* end
*
* Other example : when an act is created by the user it becomes the current act
*
*/
void setCookie(const TInstanceId &instanceId, const std::string &key, CLuaObject &value);
// helpers to add cookie of predefined type (to be completed ..)
void setCookie(const TInstanceId &instanceId, const std::string &key, bool value);
struct IInstanceObserver : public NLMISC::CRefCount // refptr'ed observers
{
virtual ~IInstanceObserver() {}
typedef NLMISC::CRefPtr TRefPtr;
// called when the watched instance has been created
virtual void onInstanceCreated(CInstance &/* instance */) {}
virtual void onInstanceErased(CInstance &/* instance */) {}
virtual void onInstancePreHrcMove(CInstance &/* instance */) {}
virtual void onInstancePostHrcMove(CInstance &/* instance */) {}
virtual void onPreHrcMove(CInstance &/* instance */) {}
virtual void onPostHrcMove(CInstance &/* instance */) {}
virtual void onInstanceEraseRequest(CInstance &/* instance */) {}
virtual void onAttrModified(CInstance &/* instance */, const std::string &/* attrName */, sint32 /* attrIndex */) {}
};
typedef sint TInstanceObserverHandle;
enum { BadInstanceObserverHandle = -1 };
/** add a watch to know when an instance is created (the instance is identified by its instance id)
* returns a handle for removal, or 'BadInstanceObserverHandle' if creation failed
*/
TInstanceObserverHandle addInstanceObserver(const TInstanceId &instanceId, IInstanceObserver *observer);
// Get a pointer to an observer from its handle (or NULL if not found)
IInstanceObserver *getInstanceObserver(TInstanceObserverHandle handle);
// Remove an instance observer from its handle (but do not delete it). Return the pointer to the observer
IInstanceObserver *removeInstanceObserver(TInstanceObserverHandle handle);
/** Test from a pointer if the object is currently observing an instance
* NB : slow because of linear search
*/
bool isInstanceObserver(IInstanceObserver *observer) const;
////////////////////////
// LUA R2 ENVIRONMENT //
////////////////////////
// get table for global variables in lua environment (equivallent to _G lua variable)
CLuaObject &getGlobals() { return _Globals; }
// get table for registry in lua environment
CLuaObject &getRegistry() { return _Registry; }
// get lua classes (the r2.Classes table)
CLuaObject getClasses() throw(ELuaError);
// get R2 environment (the 'r2' table into lua global environment)
CLuaObject &getEnv();
// get the config table (that is the 'r2.Config' table)
CLuaObject getConfig();
// get a reference to the lua state object
CLuaState &getLua();
/** Project a CObjectTable into lua (accessor is pushed onto the lua stack)
* property of the table, which is a C++ object, will be accessible from lua (by using metatable)
*/
void projectInLua(const CObjectTable *table);
// get the default feature for the current selected act
CInstance *getDefaultFeature();
// get the default feature for the given act
CInstance *getDefaultFeature(CInstance *act);
// set the current act (NULL being synonimous with the base act)
void setCurrentAct(CInstance *act);
void setCurrentActFromTitle(const std::string &title);
CInstance *getCurrentAct() const { return _CurrentAct; }
CInstance *getBaseAct() const { return _BaseAct; }
/** helper : calls a function in the lua r2ed environment
* Arguments must have already been pushed on the stack
* If the call fails then an error msg is printed in the log, and no arguments are returned
*
* \param funcName name of the function to call (must resides in the r2ed table)
* \param numArgs, numbers of arguments that the functions will receive
* \param numRet : Number of parameters that the function returns
* As usual the stack will be adjusted to that size after the call
*/
bool callEnvFunc(const char *funcName, int numArgs, int numRet = 0);
// Behave like 'callEnvFunc', but call a method instead (r2 is passed as the 'self' parameter, that is)
bool callEnvMethod(const char *funcName, int numArgs, int numRet = 0);
//////////////////////
// SERVER COMMANDS //
//////////////////////
// access to interface with server
CDynamicMapClient &getDMC() const { nlassert(_DMC); return *_DMC; }
/** Set a property of an object locally. No network msg is sent, but modification events are triggered to signal that
* the object has been modified (rooted to one of the CDisplayerBase derived object, attached to the object being modified. see displayer_base.h).
* Changes to local value must be commited or cancelled when edition is finish by calling 'requestCommitLocalNode' or
* 'requestRollbackLocalNode'
* Typical use is by the slider widget : real value is sent accross the network only when the user release the mouse, but
* local update of object property related to the slider is done each time the slider is modified before release.
* During the maintained action, no network message are desireable.
* NB : a copy of input parameter 'value' will be done. Caller is responsible for deleting 'value' after use.
*/
void requestSetLocalNode(const std::string& instanceId, const std::string& attrName, const CObject *value);
void requestCommitLocalNode(const std::string& instanceId, const std::string& attrName);
void requestRollbackLocalNode(const std::string& instanceId, const std::string& attrName);
/////////////
// DECALS //
/////////////
void showHighlightDecal(const NLMISC::CVector &pos, float scale);
void showSelectDecal(const NLMISC::CVector &pos, float scale);
void addSelectingDecal(const NLMISC::CVector &pos, float scale);
void showSelectBox(const NLMISC::CAABBox &localBox, const NLMISC::CMatrix &worldMat);
void showHighlightBox(const NLMISC::CAABBox &localBox, const NLMISC::CMatrix &worldMat);
/////////////////
// COLLISIONS //
/////////////////
CIslandCollision &getIslandCollision() { return _IslandCollision; }
///////////
// MISC //
///////////
// Shortcut to the GUI
static CInterfaceManager &getUI();
//
/** Set current edition tool. NULL will reset to the default tool (selection tool)
*/
void setCurrentTool(CTool *tool);
// Get current tool for edition
CTool *getCurrentTool() const { return _CurrentTool; }
/** Helper to execute a lua script
* \param filename name of the lua script file
* \param fileDescText short description of the script function (for error messages)
* \return true on success
*/
bool doLuaScript(const char *filename, const char *fileDescText);
// helper : create an entity in scene at the given slot & position, replacing any previous entity in that slot
static CEntityCL *createEntity(uint slot, const NLMISC::CSheetId &sheetId, const NLMISC::CVector &pos, float heading, const std::string & permanentStatutIcon=std::string(""));
// helper : get an instance from a CEntityCL pointer
CInstance *getInstanceFromEntity(CEntityCL *entity) const;
// helper : clear content of the debug window
void clearDebugWindow();
// display the editor contextual menu
void displayContextMenu();
// tmp, for debug
void dumpInstances();
// helper : return the entity under the mouse
CInstance *getInstanceUnderPos(float x, float y, float distSelection, bool &isPlayerUnderCursor);
// helper : test intersection between an entity and a ray
static float preciseEntityIntersectionTest(CEntityCL &entity, const NLMISC::CVector &worldRayStart, const NLMISC::CVector &worldRayDir);
// Tmp show the connexion window and display a msg in it. An empty msg will close the window
static void connexionMsg(const std::string &stringId);
TEntityCustomSelectBoxMap &getEntityCustomSelectBoxMap() { return _EntityCustomSelectBoxMap; }
// from a pointer on an entity, retrieve its local selection bbox (possibly redefined in r2_ui_custom_boxes_data.lua
const NLMISC::CAABBox &getLocalSelectBox(CEntityCL &entity) const;
// from a pointer on an entity, retrieve its local selection bbox (possibly redefined in r2_ui_custom_boxes_data.lua
NLMISC::CAABBox getSelectBox(CEntityCL &entity) const;
// check if there's room left to create new objects in the scene
sint getLeftQuota();
bool checkRoomLeft();
// display an error msg to prompt the user to make room for new objects in its scenario
void makeRoomMsg();
// check if there is room in specific category if not display an error msg
// verify ther is at least size object in category StaticObject or AiObject
bool verifyRoomLeft(uint aiCost, uint staticCost);
// rename delete auto_save9, rename auto_save1.r2 to auto_save2.r2 and so until auto_save8.r2, copy auto_save.r2 to auto_save1.r2,
void autoSave();
/** Season driven from editor
* This value is usually 'Unknwown' unless the mode is "edit'.
* In this case, the value depends on the act being edited
*/
enum TSeason { Automatic = 0, Spring, Summer, Autumn, Winter, UnknownSeason };
TSeason getSeason() const;
void tpReceived();
bool getFixedLighting() const { return _FixedLighting; }
void setFixedLighting(bool enabled);
/** Get current infos of a plot item plot display in the editor
* Plot items are items with SCROLL_R2 as family. Each sheet can be used only once in
* a scenario (meaning that each icon can only be seen for a single plot item).
* The name of a plot item can also be change by using the lua command r2:setPlotItemName(sheetId, ucName)
*/
void setPlotItemInfos(const TMissionItem &infos);
const TMissionItem *getPlotItemInfos(uint32 sheetId) const;
// convert name of a class in R2 to a unique index (-1 if not found)
sint classToIndex(const std::string &className) const;
// this if one class id 'indexOf' another from their index
bool isKindOf(sint testedClassIndex, sint kindClassIndex) const;
// from one class index, returns the index to the derived class (-1 if not found)
sint getBaseClass(sint derivedClass) const;
///////////////////////////////
// > 254 entities management //
///////////////////////////////
CEntitySorter *getEntitySorter() const;
private:
CEntitySorter *_EntitySorter;
// mapping from sheet id to plot item name
std::map _PlotItemInfos;
CIslandCollision _IslandCollision;
//
bool _SerializeUIConfig;
TMode _Mode;
TAccessMode _AccessMode;
typedef std::map TInstanceMap;
private:
CLuaObject _Globals; // match to the '_G' lua global variable
CLuaObject _Registry;
CLuaObject _Env;
CLuaObject _Config;
CLuaObject _ObjectProjectionMetatable;
CLuaObject _LuaUIMainLoop;
//
TInstanceMap _Instances;
CInstance *_SelectedInstance;
CInstance *_FocusedInstance;
CHashMap _ClassNameToIndex; // Map each class name to an unique index (filled at init)
NLMISC::CArray2D _KindOfTable; // Table to test if one class derives from another (filled at init)
std::vector _BaseClassIndices; // for each class, give index of thebase class (vector ordered by classes indices)
typedef CHashMultiMap TInstanceByName;
bool _MaxVisibleEntityExceededFlag;
// instance sorted by name
class CSortedInstances
{
public:
void insert(const ucstring &name, CInstance *inst);
void remove(CInstance *inst);
bool contains(CInstance *inst) const;
TInstanceByName::iterator begin() { return _ByName.begin(); }
TInstanceByName::iterator end() { return _ByName.end(); }
private:
typedef std::map TInstanceToIter;
//
TInstanceByName _ByName;
TInstanceToIter _InstanceToIter;
};
// typedef TInstanceByDispName; // for usage by CInstance
// list of instances for each classes (ordered by class index)
std::vector _InstancesByDispName; // instances sorted by their display name (private use)
//priv for debug
bool isRegisteredByDispName(CInstance *inst) const;
// Cookies (local objects attached to instances at creation time, see setCookie)
struct CCookie
{
std::string Key;
CLuaObject Value;
};
typedef std::list TCookieList; // for a single instance, map each key to its value
typedef std::map TCookieMap;
TCookieMap _Cookies;
//
CInstance::TRefPtr _CurrentAct;
CInstance::TRefPtr _BaseAct;
CInstance::TRefPtr _ScenarioInstance;
CObjectTable *_Scenario;
std::string _WantedActOnInit;
//
friend class CDynamicMapClientEventForwarder;
friend class CAHR2QuitConnectingScreen;
CDynamicMapClient *_DMC; // replication of server map state on that client
CDynamicMapService *_DMS; // the server (hosted in local for now)
CInstance::TRefPtr _LastInstanceUnderPos;
//
CTool::TSmartPtr _CurrentTool;
static bool _ReloadWanted;
//
CDecal _HighlightDecal;
CDecalAnim _HighlightDecalAnim;
CDecal _SelectDecal;
CDecalAnim _SelectDecalAnim;
CDecalAnim _SelectingDecalAnim;
CDecal _PionneerDecal;
// alternative selection for huge element like particle systems, display a box on ground rather than
// the selection circle
CPrimRender _SelectBox;
CPrimRender _HighlightBox;
//
NLMISC::TTime _LastAutoSaveTime;
CDecalAnim _PionneerDecalAnim;
struct CSelectingDecal : public NLMISC::CRefCount
{
CDecal Decal;
sint64 EndDate;
NLMISC::CVector Pos;
float Scale;
};
std::vector > _SelectingDecals;
sint64 _DecalRefTime; // reference time for "decals" animation
//
bool _EnteredInSetSelectedInstance; // prevent recursive call from CEditor::setSelectedInstance
bool _Initialized;
bool _ForceDesktopReset[4];
// cache to avoid to reparse the ui : last modification date of ui files
std::map _LastUIModificationDate;
TEntityCustomSelectBoxMap _EntityCustomSelectBoxMap;
/** system for local generation of name : for each kind of name, gives the locally allocated ids
* -> Used to generate name for instances, taking in account instance that have not been added to the scene yet.
* (that is, requestSetNode message has been sent, but server has not added object to the scenario yet)
*/
typedef std::set TNameSet;
typedef std::map TGeneratedNameMap;
TGeneratedNameMap _LocalGeneratedNames;
// instance observers
typedef std::multimap TInstanceObserverMap;
TInstanceObserverMap _InstanceObservers;
typedef std::map TInstanceObserverHandleMap;
TInstanceObserverHandleMap _InstanceObserverHandles; // map each observer handle into an entry in the map
TInstanceObserverHandle _InstanceObserverHandleCounter; // current handle to generate when adding a new observer
TSeason _Season;
bool _FixedLighting;
bool _IsWaitingTPForSeasonChange;
bool _UpdatingScenario;
bool _WillTP; // true if a teleport should be expected after the scenario has been updated
// in this case, first season change is ignored, because it is done during the teleport
bool _ScenarioReceivedFlag; // for the wait screen ...
bool _TPReceivedFlag; // for the wait screen ...
bool _WaitScenarioScreenWanted; // lua requests that we display the 'wait scenario' screen
bool _WaitScenarioScreenActive; // the 'wait scenario' screen is being displayed
bool _EditionModeDisconnectedFlag;
CObject *_NewScenario; // new scenario that will be updated just after the wait screen is over
uint32 _NewScenarioInitialAct;// the start at wich the user start an edition session (can be ~= from 1 after a test session)
bool _PostponeScenarioUpdated;
// Contextual selection
//
// We keep track of the last selected 'logic entity' (npc most of the time),
// and the last list of primitive through which its current activity sequence goes
// This way we can handle the following scenario :
// - create a npc
// - make him wander in zone A then zone B
// - select contextual visibility for primitive
// - click on npc : both zone shows
// - click on zone A : zone B dissapear -> strange
// By keeping the last list of contextual primitive, we ensure that contextual selection
// remains visible when one click on one element in the currently displayed sequence
CInstance::TRefPtr _LastContextualLogicEntity;
std::vector _LastContextualPrims;
private:
/////////////////////////////
// NETWORK EVENTS HANDLING //
/////////////////////////////
void nodeErased(const std::string& instanceId, const std::string& attrName, sint32 position);
void nodeInserted(const std::string& instanceId, const std::string& attrName, sint32 position,
const std::string& key, CObject* value);
virtual void nodeSet(const std::string& instanceId, const std::string& attrName, CObject* value);
void nodeMoved(const std::string& instanceId, const std::string& attrName, sint32 position,
const std::string& destInstanceId, const std::string& destAttrName, sint32 destPosition);
void scenarioUpdated(CObject* highLevel, bool willTP, uint32 startingActIndex);
// send the needed events to tell that the attr at 'attrName' inside 'parentInstance' (possibly at position (indexInArray') has been modified
void onAttrModified(CInstance &parentInstance, const std::string &attrName, sint32 indexInArray = -1);
// send the needed events to tell that an object has been modified (& propagate to parents)
void onAttrModified(const CObject *value);
void onResetEditionMode();
void onEditionModeConnected( uint32 userSlotId, uint32 adventureId, CObject* highLevel, const std::string& versionName, bool willTP, uint32 initialActIndex);
void onAnimationModeConnected(const CClientMessageAdventureUserConnection& connected);
void onEditionModeDisconnected();
void onTestModeConnected();
// deconnect from test or play
void onTestModeDisconnected(TSessionId sessionId, uint32 lasAct, TScenarioSessionType sessionType);
///////////////////////////////////////////////////////
// EDITOR OBJECTS (instances) / CObjectTable mapping //
///////////////////////////////////////////////////////
public:
// Get a CObjectTable from its id
const CObjectTable *getObjectTableFromId(const TInstanceId &id) const;
private:
// Erase the current Scenario (and block outgoing message)
void eraseScenario();
void onErase(CObject *object);
void onErase(CObject *object, bool &foundInBase, std::string &nameInParent);
/** Create a new CInstance for the given CObject
* - Displayer are attached
* - Object is inserted in the object map
* - 'onCreate' msg is sent
* 'obj' must be a table or it fails
*/
void createNewInstanceForObjectTable(const CObject *obj);
void createNewInstanceForObjectTableInternal(const CObject *obj);
void onPostCreate(const CObject *obj);
void waitScenarioScreen();
public:
/** private : retrieve lua 'User' table attached to an object (a read / write table)
* The table is pushed on stack
*/
static void getLuaUserTableFromObject(CLuaState &ls, const CObjectTable &table);
private:
//////////////////////////////////////
// EDITOR FUNCTIONS EXPORTED TO LUA //
//////////////////////////////////////
static int luaGetVisualPropertiesFromInstanceId(CLuaState &ls);
static int luaGetSelectedInstanceId(CLuaState &ls);
static int luaGetSelectedInstance(CLuaState &ls);
static int luaSetSelectedInstanceId(CLuaState &ls);
static int luaSetCurrentTool(CLuaState &ls);
static int luaGetCurrentTool(CLuaState &ls);
static int luaGetInstanceFromId(CLuaState &ls);
static int luaDisplayContextMenu(CLuaState &ls);
static int luaConnectAsCreator(CLuaState &ls);
static int luaDofile(CLuaState &ls); // equivalent of the 'dofile' lua function, but with more info output
static int luaTryFile(CLuaState &ls); // same as try file, but do not throw an exception on error, just return an error message and return false
static int luaSetEntityCustomSelectBox(CLuaState &ls);
static int luaGetEntityCustomSelectBox(CLuaState &ls);
static int luaChoosePos(CLuaState &ls);
static int luaSnapPosToGround(CLuaState &ls); // takes x, y, z as parameters and return the snapped position
static int luaGetUserEntityPosition(CLuaState &ls);
static int luaGetUserEntityFront(CLuaState &ls);
static int luaRequestSetLocalNode(CLuaState &ls);
static int luaRequestCommitLocalNode(CLuaState &ls);
static int luaRequestRollbackLocalNode(CLuaState &ls);
static int luaSetCurrentActFromId(CLuaState &ls);
static int luaGetCurrentAct(CLuaState &ls);
static int luaAddInstanceObserver(CLuaState &ls); // param 1 = instance id of the instance to observe
// param 2 = table of an object that will receive notifications. The table should contain methods
// with the same names than those found in 'IInstanceObserver' (plus parameters are the same)
// the method returns a handle for future deletion
static int luaRemoveInstanceObserver(CLuaState &ls); // remove an observer that was previously added by a 'addInstanceObserver'
// param 1 = the handle returned by 'addInstanceObserver' at the registration time
// returns a reference to the observer that was registered
static int luaGenInstanceName(CLuaState &ls); // calls CEditor::genInstanceName, same parameters
// NB : return has type 'ucstring', so may need to call :toUtf8() in the lua script
static int luaIsPostFixedByNumber(CLuaState &ls);
static int luaIsClearingContent(CLuaState &ls);
static int luaSetCookie(CLuaState &ls); // same than CEditor::setCookie
static int luaIsCreature(CLuaState &ls);
static int luaSetEditorSeason(CLuaState &ls); // set the weather to display when editing
static int luaSetFixedLighting(CLuaState &ls);
static int luaGetFixedLighting(CLuaState &ls);
static int luaSetPlotItemInfos(CLuaState &ls);
static int luaIsCurrentSelectionPlayer(CLuaState &ls);
static int luaFindEmptyPlace(CLuaState &ls);
static int luaIsInIslandRect(CLuaState &ls); // test if pos is in the current island (not necessarily a valid pos, but inside the island rect)
// takes x, y as entry, returns true on success
static int luaGetCurrentIslandName(CLuaState &ls);
static int luaWaitScenarioScreen(CLuaState &ls); // display the wait screen after the scenario creation has been launched
static int luaIsScenarioUpdating(CLuaState &ls);
// undo / redo possible ?
static int luaCanUndo(CLuaState &ls);
static int luaCanRedo(CLuaState &ls);
// return the name of the editer
static sint luaGetUserEntityName(CLuaState &ls);
static int luaGetStartingAnimationFilename(CLuaState &ls);
static int luaKickCharacter(CLuaState &ls);
static int luaUnkickCharacter(CLuaState &ls);
static int luaTeleportToCharacter(CLuaState &ls);
static int luaEnumInstances(CLuaState &ls);
void connect();
// remove all object from the entity manager (but the player)
static void removeAllEntitySlots();
////////////////
// PLOT ITEMS //
////////////////
public:
static uint getMaxNumPlotItems();
static CCDBNodeLeaf *getPlotItemSheetDBLeaf(uint index);
static bool getIsStartingScenario() { return _IsStartingScenario; }
bool isClearingContent() const { return _ClearingContent; }
private:
void initPlotItems();
void initReferencePlotItems();
static void initDummyPlotItems();
void resetPlotItems();
static void setReferencePlotItemSheet(uint index, uint32 sheetId);
static CCDBNodeLeaf *getRefPlotItemSheetDBLeaf(uint index);
//////////
// MISC //
//////////
void setMaxVisibleEntityExceededFlag(bool on);
void backupRequestCommands();
void restoreRequestCommands();
void setForceDesktopReset(bool force);
void setUIMode(uint8 mode);
bool loadUIConfig(const std::string &prefix);
void loadStandardUI();
void saveUIConfig();
void hideRingWindows();
std::string getUIPrefix(TMode mode) const;
void loadKeySet(const std::string &keySet);
static std::string getKeySetPrefix(TMode mode);
void saveCurrentKeySet();
void reloadUI(const char *filename);
void initHighlightDecal();
void updateDecalBlendRegion(CDecal &decal, const NLMISC::CVector &pos);
void initPalette();
void initObjectProjectionMetatable();
void registerDisplayers();
void registerTools();
void registerLuaFunc();
// add a C++ method in the environement
void registerEnvMethod(const char *name, TLuaWrappedFunction func);
void registerEnvFunction(const char *name, TLuaWrappedFunction func);
// Initialisation of contextual cursor.
void initDecals();
void showDecal(const NLMISC::CVector2f &pos, float scale, CDecal &decal, const CDecalAnim &decalAnim);
void updatePrimitiveContextualVisibility();
void initClassInheritanceTable();
// contextual mouse handling
static void checkCursor();
// Forward click from contextual cursor to current tool
static void mouseClick(bool rightButton, bool dblClick);
// callback to reload the editor when one of the config files changed
static void reloadEditorCallback(const std::string &filename);
// update the display of decals created when the player select an instance in the scene
void updateSelectingDecals();
// display of highlight or select box (for selection of huge objects)
// the CDecalAnim is used to mimic the color cycle seen when standard selection circle is displayed
// (no CPrimRenderAnim for now)
void showPrimRender(CPrimRender &dest, const NLMISC::CAABBox &localBox, const NLMISC::CMatrix &worldMat, const CDecalAnim &refDecalAnim);
CLuaObject _OldLuaRequestInsertNode;
CLuaObject _OldLuaRequestInsertGhostNode;
CLuaObject _OldLuaRequestSetNode;
CLuaObject _OldLuaRequestEraseNode;
CLuaObject _OldLuaRequestMoveNode;
bool _ClearingContent;
std::string _ConnexionMsg;
static std::string _ScenarioToLoadWhenEntreringIntoAnimation;
static bool _IsStartingScenario; // the scenario is an animation scenario launch from the ring access point
//bool _ModeEnabled[ModeCount];
public:
// private method
CInstance *getInstanceFromObject(const CObject *obj) const; // nb : only table have associated instance
void connectAsCreator();
// notify obervers of an instance that it has been created
void notifyInstanceObserversOfCreation(CInstance &inst);
// TMP for debug : dump missing collisions in the log
void checkMissingCollisions();
// trigger an instance observers for the given instance id. A copy of the observer list is made, thus
// allowing for safe removal of observer when they are triggered
struct IObserverAction
{
virtual ~IObserverAction() { }
virtual void doAction(IInstanceObserver &obs) = 0;
};
void triggerInstanceObserver(const TInstanceId &id, IObserverAction &action);
static void setStartingAnimationFilename(const std::string& filename);
// for CInstance usage : allows to keep a list of instances sorted by their display name
void registerInstanceDispName(const ucstring &displayName, CInstance *inst);
void unregisterInstanceDispName(CInstance *inst);
};
// shortcut function to get the editor
inline CEditor &getEditor() { return CEditor::getInstance(); }
// test whether editor is currently enabled and is in EDITION mode. (In this mode, selection is managed by the editor rather than by the entity manager)
bool isEditionCurrent();
/** helper to create a class from the registry
* \TODO a true factory class!
* \TODO or put this in a better place (NLMISC ? )
*/
template
T *createObjectFromClassName(const std::string &className)
{
if (className.empty()) return NULL;
try
{
NLMISC::IClassable *obj = NLMISC::CClassRegistry::create(className);
if (!obj)
{
nlwarning("Couldn't create object of class %s", className.c_str());
return NULL;
}
T *inst = dynamic_cast(obj);
if (!inst)
{
nlwarning(" class %s found in the registry, but does not match the expected class.",
obj->getClassName().c_str());
delete obj;
return NULL;
}
return inst;
}
catch(const NLMISC::ERegistry &)
{
return NULL;
}
}
extern bool ResetWanted;
extern bool ResetScenarioWanted;
extern bool ReloadScenarioWanted;
extern bool ConnectionWanted;
//
// helper : get a NLMISC::CVector from a DMC::CObject
NLMISC::CVector getVector(const CObject *obj);
NLMISC::CVectorD getVectorD(const CObject *obj);
//helper : build a CObject from a NLMISC::CVectorD
CObject *buildVector(const NLMISC::CVectorD &v, const std::string &instanceId = "");
// DMC helpers:
std::string getString(const CObject *obj, const std::string &attrName);
double getNumber(const CObject *obj, const std::string &attrName);
const CObject *getObject(const CObject *obj, const std::string &attrName);
/** Helper : read an enum from a lua string, printing necessary error if no match is found.
* nil found -> no op
*/
template
void enumFromLua(const CLuaObject &value,
std::pair *enumTable,
uint numEnum,
T &dest,
const std::string &errorMsgPrefix
)
{
if (value.isNil())
{
return;
}
if (!value.isString())
{
nlwarning("%s : String expected when reading '%s'", errorMsgPrefix.c_str(), value.getId().c_str());
return;
}
for(uint k = 0; k < numEnum; ++k)
{
if (value.toString() == enumTable[k].first)
{
dest = enumTable[k].second;
return;
}
}
nlwarning("%s : Unknown enum %s read from object %s", errorMsgPrefix.c_str(),
value.toString().c_str(),
value.getId().c_str());
}
} // R2
bool IsInRingMode();
#endif