NS/main/source/mod/AvHCommanderModeHandler.h
Ari Timonen 4f13237895 Update line endings
Change CRLF to LF in repo.
2018-04-22 18:55:55 +03:00

131 lines
4.3 KiB
C++

//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHCommanderModeHandler.h $
// $Date: 2002/10/16 00:50:17 $
//
//-------------------------------------------------------------------------------
// $Log: AvHCommanderModeHandler.h,v $
// Revision 1.15 2002/10/16 00:50:17 Flayra
// - Phase gates can be recycled now
//
// Revision 1.14 2002/06/25 17:45:07 Flayra
// - Renamed some buildings, armory is now upgraded
//
// Revision 1.13 2002/06/10 19:51:06 Flayra
// - New commander UI
//
// Revision 1.12 2002/06/03 16:40:24 Flayra
// - Renamed weapons factory and armory
//
// Revision 1.11 2002/05/28 17:37:43 Flayra
// - Added recycling, added fix for occasional crash when selecting command station with some lag
//
// Revision 1.10 2002/05/23 02:34:00 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#ifndef AVHCOMMANDERMODEHANDLER_H
#define AVHCOMMANDERMODEHANDLER_H
#include <VGUI_InputSignal.h>
#include "../types.h"
#include "AvHTeamHierarchy.h"
#include "AvHActionButtons.h"
#include "AvHTechSlotManager.h"
using namespace vgui;
class AvHCommanderModeHandler : public InputSignal
{
public:
AvHCommanderModeHandler();
void ActionButtonActivated(ActionButton* inActionButton);
void CancelHit();
void ClearDefaultOrderPosition();
void ClearMoveToPosition();
bool GetAndClearTechNodePressed(AvHMessageID& outMessageID, bool inClear = true);
AvHMessageID GetDisplayMenuMessageID() const;
bool GetDefaultOrderPosition(float& outWorldX, float& outWorldY) const;
bool GetMoveToWorldPosition(float& outWorldX, float& outWorldY) const;
bool GetMouseOneDown() const;
string GetBuildResearchText() const;
string GetTechHelpText() const;
AvHMessageID HotKeyHit(char inChar);
void RecalculateBuildResearchText();
void Reset();
void SetSelectedUnits(const EntityListType& inUnits);
void Update(const AvHTechTree& inTechNodes, int inNumPoints);
virtual void cursorMoved(int x,int y,Panel* panel);
virtual void cursorEntered(Panel* panel);
virtual void cursorExited(Panel* panel);
virtual void mousePressed(MouseCode code,Panel* panel);
virtual void mouseDoublePressed(MouseCode code,Panel* panel);
virtual void mouseReleased(MouseCode code,Panel* panel);
virtual void mouseWheeled(int delta,Panel* panel);
virtual void keyPressed(KeyCode code,Panel* panel);
virtual void keyTyped(KeyCode code,Panel* panel);
virtual void keyReleased(KeyCode code,Panel* panel);
virtual void keyFocusTicked(Panel* panel);
private:
void Init();
void DefaultOrderToLastMousePosition(AvHTeamHierarchy* inHierarchy);
void MoveToLastMousePosition(AvHTeamHierarchy* inHierarchy);
bool GetIsSelectionAllPlayers(int* outCommonUser4 = NULL) const;
// bool LookupClassNameForEntity(int inEntityIndex, string& outClassName) const;
void RecalculateMenus();
void SetResearchingMenu();
void SetBaseMenu(bool inForce = false);
void SetGenericBuildingMenu();
void SetMenuFromTechSlots(const AvHTechSlots& inTechSlots, int inUser3, int inUser4, float inFuser1);
bool SetMenuFromUserVariables(int inUser3, int inUser4 = 0, float inFuser1 = 0);
bool GetIsPointInPanel(Panel* inPanel, int x, int y) const; // Client space.
int mLastTechNodeMouseX;
int mLastTechNodeMouseY;
int mLastMouseX;
int mLastMouseY;
bool mMouseOneDown;
bool mMouseOneDownOnActionButtons;
bool mMouseOneDownOnLogoutButton;
bool mMouseTwoDown;
bool mHasMoveToPosition;
float mMoveToWorldX;
float mMoveToWorldY;
bool mHasDefaultOrderPosition;
float mDefaultOrderWorldX;
float mDefaultOrderWorldY;
EntityListType mSelected;
//AvHTechNode mLastTechNodePressed;
AvHMessageID mLastTechPressed;
bool mTechNodePressed;
string mTechHelpText;
string mBuildResearchText;
AvHUser3 mDisplayMenu;
AvHMessageID mDisplayMenuMessageID;
};
#endif