-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathEditorActivity.cpp
More file actions
507 lines (442 loc) · 17 KB
/
EditorActivity.cpp
File metadata and controls
507 lines (442 loc) · 17 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
#include "EditorActivity.h"
#include "PresetMan.h"
#include "MovableMan.h"
#include "FrameMan.h"
#include "UInputMan.h"
#include "AudioMan.h"
#include "SLTerrain.h"
#include "Controller.h"
#include "Actor.h"
#include "AHuman.h"
#include "ACRocket.h"
#include "HeldDevice.h"
#include "Scene.h"
#include "DataModule.h"
#include "GUI.h"
#include "AllegroScreen.h"
#include "GUIInputWrapper.h"
#include "GUIControlManager.h"
#include "GUICollectionBox.h"
using namespace RTE;
AbstractClassInfo(EditorActivity, Activity);
EditorActivity::EditorActivity() {
Clear();
}
EditorActivity::~EditorActivity() {
Destroy(true);
}
void EditorActivity::Clear() {
// Most editors are single player affairs
m_MaxPlayerSupport = 1;
m_MinTeamsRequired = 1;
m_EditorMode = NEWDIALOG;
m_PreviousMode = EDITINGOBJECT;
m_ModeChange = false;
m_ModuleSpaceID = 0;
m_NeedSave = false;
m_HasEverBeenSaved = false;
m_PieMenu = nullptr;
m_pGUIScreen = 0;
m_pGUIInput = 0;
m_pGUIController = 0;
m_pNewDialogBox = 0;
m_pNewModuleCombo = 0;
m_pNewButton = 0;
m_pNewCancel = 0;
m_pLoadDialogBox = 0;
m_pLoadNameCombo = 0;
m_pLoadToNewButton = 0;
m_pLoadButton = 0;
m_pLoadCancel = 0;
m_pSaveDialogBox = 0;
m_pSaveNameBox = 0;
m_pSaveModuleLabel = 0;
m_pSaveButton = 0;
m_pSaveCancel = 0;
m_pChangesDialogBox = 0;
m_pChangesNameLabel = 0;
m_pChangesYesButton = 0;
m_pChangesNoButton = 0;
m_pOverwriteDialogBox = 0;
m_pOverwriteNameLabel = 0;
m_pOverwriteYesButton = 0;
m_pOverwriteNoButton = 0;
}
int EditorActivity::Create() {
if (Activity::Create() < 0)
return -1;
return 0;
}
int EditorActivity::Create(const EditorActivity& reference) {
if (Activity::Create(reference) < 0)
return -1;
// m_Description = "No description defined for this Activity!";
m_EditorMode = reference.m_EditorMode;
m_ModuleSpaceID = reference.m_ModuleSpaceID;
m_NeedSave = reference.m_NeedSave;
if (reference.m_PieMenu) {
m_PieMenu = std::unique_ptr<PieMenu>(dynamic_cast<PieMenu*>(reference.m_PieMenu->Clone()));
}
return 0;
}
int EditorActivity::ReadProperty(const std::string_view& propName, Reader& reader) {
StartPropertyList(Activity::ReadProperty(propName, reader));
/*
MatchProperty("CPUTeam", { reader >> m_CPUTeam; });
MatchProperty("Difficulty", { reader >> m_Difficulty; });
MatchProperty("DeliveryDelay", { reader >> m_DeliveryDelay; });
*/
EndPropertyList;
}
int EditorActivity::Save(Writer& writer) const {
Activity::Save(writer);
return 0;
}
void EditorActivity::Destroy(bool notInherited) {
delete m_pGUIController;
delete m_pGUIInput;
delete m_pGUIScreen;
if (!notInherited)
Activity::Destroy();
Clear();
}
int EditorActivity::Start() {
int error = 0;
// Don't, too different
// Activity::Start();
// Load the scene now
error = g_SceneMan.LoadScene();
if (error < 0)
return error;
// Clear the post effects
g_PostProcessMan.ClearScenePostEffects();
// Clear the screen messages
g_FrameMan.ClearScreenText();
// Reset the mousemoving so that it won't trap the mouse if the window isn't in focus (common after loading)
g_UInputMan.DisableMouseMoving(true);
g_UInputMan.DisableMouseMoving(false);
m_ActivityState = ActivityState::Editing;
m_Paused = true;
// g_TimerMan.PauseSim(true);
m_ModeChange = true;
// Play editing music
g_AudioMan.ClearMusicQueue();
g_AudioMan.PlayMusic("Base.rte/Music/dBSoundworks/ccambient4.ogg");
// Force the split screen config to just be one big screen for editing
g_FrameMan.ResetSplitScreens(false, false);
///////////////////////////
// GUI manager setup
if (!m_pGUIScreen)
m_pGUIScreen = new AllegroScreen(g_FrameMan.GetBackBuffer8());
if (!m_pGUIInput)
m_pGUIInput = new GUIInputWrapper(-1, true);
if (!m_pGUIController)
m_pGUIController = new GUIControlManager();
if (!m_pGUIController->Create(m_pGUIScreen, m_pGUIInput, "Base.rte/GUIs/Skins", "DefaultSkin.ini")) {
RTEAbort("Failed to create GUI Control Manager and load it from Base.rte/GUIs/Skins/DefaultSkin.ini");
}
return error;
}
void EditorActivity::SetPaused(bool pause) {
// Override the pause
m_Paused = false;
}
void EditorActivity::End() {
Activity::End();
m_ActivityState = ActivityState::Over;
}
void EditorActivity::Update() {
// Always show teh messages of the editor
m_MessageTimer[0].Reset();
Activity::Update();
if (!g_SceneMan.GetScene())
return;
// Hide all dialog boxes if mode changes, one will reappear below
if (m_ModeChange) {
if (m_pNewDialogBox)
m_pNewDialogBox->SetVisible(false);
m_pLoadDialogBox->SetVisible(false);
m_pSaveDialogBox->SetVisible(false);
m_pChangesDialogBox->SetVisible(false);
m_pOverwriteDialogBox->SetVisible(false);
}
if (m_EditorMode == NEWDIALOG) {
if (m_ModeChange) {
if (m_NeedSave) {
m_PreviousMode = NEWDIALOG;
m_EditorMode = CHANGESDIALOG;
m_ModeChange = true;
} else {
UpdateNewDialog();
// Set the mouse cursor free
m_pGUIController->EnableMouse(true);
g_UInputMan.TrapMousePos(false, 0);
// Show/hide relevant GUI elements
m_pNewDialogBox->SetVisible(true);
m_ModeChange = false;
}
}
} else if (m_EditorMode == LOADDIALOG) {
if (m_ModeChange) {
if (m_NeedSave) {
m_PreviousMode = LOADDIALOG;
m_EditorMode = CHANGESDIALOG;
m_ModeChange = true;
} else {
UpdateLoadDialog();
// Set the mouse cursor free
m_pGUIController->EnableMouse(true);
g_UInputMan.TrapMousePos(false, 0);
// Show/hide relevant GUI elements
m_pLoadDialogBox->SetVisible(true);
m_ModeChange = false;
}
}
} else if (m_EditorMode == SAVEDIALOG) {
if (m_ModeChange) {
UpdateSaveDialog();
// Temporarily disable the UInput from reading regular keypresses so we can type
g_UInputMan.DisableKeys(true);
// Set the mouse cursor free
m_pGUIController->EnableMouse(true);
g_UInputMan.TrapMousePos(false, 0);
// Show/hide relevant GUI elements
m_pSaveDialogBox->SetVisible(true);
m_ModeChange = false;
}
} else if (m_EditorMode == CHANGESDIALOG) {
if (m_ModeChange) {
UpdateChangesDialog();
// Set the mouse cursor free
m_pGUIController->EnableMouse(true);
g_UInputMan.TrapMousePos(false, 0);
// Show/hide relevant GUI elements
m_pChangesDialogBox->SetVisible(true);
m_ModeChange = false;
}
} else if (m_EditorMode == OVERWRITEDIALOG) {
if (m_ModeChange) {
UpdateOverwriteDialog();
// Set the mouse cursor free
m_pGUIController->EnableMouse(true);
g_UInputMan.TrapMousePos(false, 0);
// Show/hide relevant GUI elements
m_pOverwriteDialogBox->SetVisible(true);
m_ModeChange = false;
}
}
/* Let this be handled by derived class
// Quit all dialog boxes
else
{
if (m_ModeChange)
{
// Hide the cursor for this layer of interface
m_pGUIController->EnableMouse(false);
m_ModeChange = false;
}
g_UInputMan.DisableKeys(false);
}
*/
//////////////////////////////////////////
// Update the ControlManager
m_pGUIController->Update();
/* Do this in derived classes
////////////////////////////////////////////////////////
// Handle events for mouse input on the controls
GUIEvent anEvent;
while(m_pGUIController->GetEvent(&anEvent))
{
// If we're not supposed to have mouse control, then ignore these messages
// Uh this is not right, editor always has mouse control so far
// if (!m_PlayerController[0].IsMouseControlled())
// break;
if (anEvent.GetType() == GUIEvent::Command)
{
//////////////////////////////////////////////////////////
// NEW button pressed; create a new scene
if (anEvent.GetControl() == m_pNewButton)
{
// Get the selected Module
GUIListPanel::Item *pItem = m_pNewModuleCombo->GetItem(m_pNewModuleCombo->GetSelectedIndex());
if (pItem && !pItem->m_Name.empty())
{
m_ModuleSpaceID = g_PresetMan.GetModuleID(pItem->m_Name);
// Allocate Scene
Scene *pNewScene = new Scene();
// Get the selected Terrain and create the Scene using it
pItem = m_pNewTerrainCombo->GetItem(m_pNewTerrainCombo->GetSelectedIndex());
if (pItem && !pItem->m_Name.empty())
{
SLTerrain *pNewTerrain = dynamic_cast<SLTerrain *>(g_PresetMan.GetEntityPreset("SLTerrain", pItem->m_Name, m_ModuleSpaceID)->Clone());
RTEAssert(pNewTerrain, "No SLTerrain of that name defined!");
pNewScene->Create(pNewTerrain);
}
// Add specified scene layers
pItem = m_pNewBG1Combo->GetItem(m_pNewBG1Combo->GetSelectedIndex());
if (pItem && !pItem->m_Name.empty())
{
SceneLayer *pNewLayer = dynamic_cast<SceneLayer *>(g_PresetMan.GetEntityPreset("SceneLayer", pItem->m_Name, m_ModuleSpaceID)->Clone());
RTEAssert(pNewLayer, "No SceneLayer of the name set as BG1 is defined!");
pNewScene->GetBackLayers().push_back(pNewLayer);
}
pItem = m_pNewBG2Combo->GetItem(m_pNewBG2Combo->GetSelectedIndex());
if (pItem && !pItem->m_Name.empty())
{
SceneLayer *pNewLayer = dynamic_cast<SceneLayer *>(g_PresetMan.GetEntityPreset("SceneLayer", pItem->m_Name, m_ModuleSpaceID)->Clone());
RTEAssert(pNewLayer, "No SceneLayer of the name set as BG2 is defined!");
pNewScene->GetBackLayers().push_back(pNewLayer);
}
pItem = m_pNewBG3Combo->GetItem(m_pNewBG3Combo->GetSelectedIndex());
if (pItem && !pItem->m_Name.empty())
{
SceneLayer *pNewLayer = dynamic_cast<SceneLayer *>(g_PresetMan.GetEntityPreset("SceneLayer", pItem->m_Name, m_ModuleSpaceID)->Clone());
RTEAssert(pNewLayer, "No SceneLayer of the name set as BG3 is defined!");
pNewScene->GetBackLayers().push_back(pNewLayer);
}
// Actually load the scene's data and set it up as the current scene
g_SceneMan.LoadScene(pNewScene);
// Reset the rest of the editor GUI
m_pEditorGUI->Destroy();
m_pEditorGUI->Create(&(m_PlayerController[0]), SceneEditorGUI::ONLOADEDIT, m_ModuleSpaceID);
}
m_NeedSave = false;
m_HasEverBeenSaved = false;
m_EditorMode = m_PreviousMode = EDITINGOBJECT;
m_ModeChange = true;
}
//////////////////////////////////////////////////////////
// LOAD button pressed; load the selected Scene
if (anEvent.GetControl() == m_pLoadButton)
{
GUIListPanel::Item *pItem = m_pLoadNameCombo->GetItem(m_pLoadNameCombo->GetSelectedIndex());
if (pItem && !pItem->m_Name.empty())
{
// Attempt to load the scene, without applying its placed objects
g_SceneMan.LoadScene(pItem->m_Name, false);
// Get the Module ID that the scene exists in, so we can limit the picker to only show objects from that DataModule space
if (g_SceneMan.GetScene())
{
m_ModuleSpaceID = g_SceneMan.GetScene()->GetModuleID();
RTEAssert(m_ModuleSpaceID >= 0, "Loaded Scene's DataModule ID is negative? Should always be a specific one..");
m_pEditorGUI->Destroy();
m_pEditorGUI->Create(&(m_PlayerController[0]), SceneEditorGUI::ONLOADEDIT, m_ModuleSpaceID);
// TODO: Should read in all the already placed objects in the loaded scene and have them appear int he editor instead
}
}
m_NeedSave = false;
m_HasEverBeenSaved = true;
m_EditorMode = m_PreviousMode = EDITINGOBJECT;
m_ModeChange = true;
}
//////////////////////////////////////////////////////////
// SAVE button pressed; save the selected Scene
if (anEvent.GetControl() == m_pSaveButton)
{
if (!m_pSaveNameBox->GetText().empty())
{
// Save the scene to the name specified in the text box
if (SaveScene(m_pSaveNameBox->GetText()))
{
// Close the dialog box on success
m_NeedSave = false;
m_HasEverBeenSaved = true;
// Go back to previous mode after save dialog is done, may have been on the way to test the scene
m_EditorMode = m_PreviousMode;
m_ModeChange = true;
}
// Should really leave dialog box open?
else
{
;
}
}
}
///////////////////////////////////////////////////////////////
// Save Changes YES pressed
if (anEvent.GetControl() == m_pChangesYesButton)
{
if (m_HasEverBeenSaved)
{
if (SaveScene(g_SceneMan.GetScene()->GetPresetName(), true))
{
// Close the dialog box on success
m_NeedSave = false;
m_HasEverBeenSaved = true;
// Go back to previous mode after save dialog is done, may have been on the way to test the scene
m_EditorMode = m_PreviousMode;
m_ModeChange = true;
}
}
// Open the save scene dialog to ask user where to save it then
else
{
m_PreviousMode = m_PreviousMode;
m_EditorMode = SAVEDIALOG;
m_ModeChange = true;
}
}
///////////////////////////////////////////////////////////////
// Save Changes NO pressed
if (anEvent.GetControl() == m_pChangesNoButton)
{
// Just go back to previous mode
m_EditorMode = m_PreviousMode;
m_ModeChange = true;
m_NeedSave = false;
}
///////////////////////////////////////////////////////////////
// Overwrite Scene YES pressed
if (anEvent.GetControl() == m_pOverwriteYesButton)
{
// Force overwrite
if (SaveScene(g_SceneMan.GetScene()->GetPresetName(), true))
{
// Close the dialog box on success
m_NeedSave = false;
m_HasEverBeenSaved = true;
// Go back to previous mode after overwrite dialog is done, may have been on the way to test the scene
m_EditorMode = m_PreviousMode != SAVEDIALOG ? m_PreviousMode : EDITINGOBJECT;
m_ModeChange = true;
}
// TODO: Show overwrite error?
}
///////////////////////////////////////////////////////////////
// Overwrite Scene NO pressed
if (anEvent.GetControl() == m_pOverwriteNoButton)
{
// Just go back to previous mode
m_EditorMode = m_PreviousMode;
m_ModeChange = true;
}
///////////////////////////////////////////////////////////////
// CANCEL button pressed; exit any active dialog box
if (anEvent.GetControl() == m_pNewCancel || anEvent.GetControl() == m_pLoadCancel || anEvent.GetControl() == m_pSaveCancel)
{
m_EditorMode = m_PreviousMode = EDITINGOBJECT;
m_ModeChange = true;
}
}
// Notifications
else if (anEvent.GetType() == GUIEvent::Notification)
{
///////////////////////////////////////
// Clicks on the New Scene Module combo
if (anEvent.GetControl() == m_pNewModuleCombo)
{
// Closed it, IE selected somehting
if(anEvent.GetMsg() == GUIComboBox::Closed)
UpdateNewDialog();
}
}
}
*/
}
void EditorActivity::DrawGUI(BITMAP* pTargetBitmap, const Vector& targetPos, int which) {
AllegroScreen drawScreen(pTargetBitmap);
m_pGUIController->Draw(&drawScreen);
if (m_EditorMode != EDITINGOBJECT)
m_pGUIController->DrawMouse();
}
void EditorActivity::Draw(BITMAP* pTargetBitmap, const Vector& targetPos) {
}