gtkradiant/plugins/entity/entity.cpp
TTimo 12b372f89c ok
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant@1 8a3a26a2-13c4-0310-b231-cf6edde360e5
2006-02-10 22:01:20 +00:00

383 lines
9.6 KiB
C++

/*
Copyright (C) 2001-2006, William Joseph.
All Rights Reserved.
This file is part of GtkRadiant.
GtkRadiant 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 2 of the License, or
(at your option) any later version.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "entity.h"
#include "ifilter.h"
#include "selectable.h"
#include "namespace.h"
#include "scenelib.h"
#include "entitylib.h"
#include "eclasslib.h"
#include "pivot.h"
#include "targetable.h"
#include "uniquenames.h"
#include "namekeys.h"
#include "stream/stringstream.h"
#include "filters.h"
#include "miscmodel.h"
#include "light.h"
#include "group.h"
#include "eclassmodel.h"
#include "generic.h"
#include "doom3group.h"
EGameType g_gameType;
inline scene::Node& entity_for_eclass(EntityClass* eclass)
{
if(classname_equal(eclass->name(), "misc_model")
|| classname_equal(eclass->name(), "misc_gamemodel")
|| classname_equal(eclass->name(), "model_static"))
{
return New_MiscModel(eclass);
}
else if(classname_equal(eclass->name(), "light")
|| classname_equal(eclass->name(), "lightJunior"))
{
return New_Light(eclass);
}
if(!eclass->fixedsize)
{
if(g_gameType == eGameTypeDoom3)
{
return New_Doom3Group(eclass);
}
else
{
return New_Group(eclass);
}
}
else if(!string_empty(eclass->modelpath()))
{
return New_EclassModel(eclass);
}
else
{
return New_GenericEntity(eclass);
}
}
void Entity_setName(Entity& entity, const char* name)
{
entity.setKeyValue("name", name);
}
typedef ReferenceCaller1<Entity, const char*, Entity_setName> EntitySetNameCaller;
inline Namespaced* Node_getNamespaced(scene::Node& node)
{
return NodeTypeCast<Namespaced>::cast(node);
}
inline scene::Node& node_for_eclass(EntityClass* eclass)
{
scene::Node& node = entity_for_eclass(eclass);
Node_getEntity(node)->setKeyValue("classname", eclass->name());
if(g_gameType == eGameTypeDoom3
&& string_not_empty(eclass->name())
&& !string_equal(eclass->name(), "worldspawn")
&& !string_equal(eclass->name(), "UNKNOWN_CLASS"))
{
char buffer[1024];
strcpy(buffer, eclass->name());
strcat(buffer, "_1");
GlobalNamespace().makeUnique(buffer, EntitySetNameCaller(*Node_getEntity(node)));
}
Namespaced* namespaced = Node_getNamespaced(node);
if(namespaced != 0)
{
namespaced->setNamespace(GlobalNamespace());
}
return node;
}
EntityCreator::KeyValueChangedFunc EntityKeyValues::m_entityKeyValueChanged = 0;
EntityCreator::KeyValueChangedFunc KeyValue::m_entityKeyValueChanged = 0;
Counter* EntityKeyValues::m_counter = 0;
bool g_showNames = true;
bool g_showAngles = true;
bool g_newLightDraw = true;
bool g_lightRadii = false;
class ConnectEntities
{
public:
Entity* m_e1;
Entity* m_e2;
ConnectEntities(Entity* e1, Entity* e2) : m_e1(e1), m_e2(e2)
{
}
void connect(const char* name)
{
m_e1->setKeyValue("target", name);
m_e2->setKeyValue("targetname", name);
}
typedef MemberCaller1<ConnectEntities, const char*, &ConnectEntities::connect> ConnectCaller;
};
inline Entity* ScenePath_getEntity(const scene::Path& path)
{
Entity* entity = Node_getEntity(path.top());
if(entity == 0)
{
entity = Node_getEntity(path.parent());
}
return entity;
}
class Quake3EntityCreator : public EntityCreator
{
public:
scene::Node& createEntity(EntityClass* eclass)
{
return node_for_eclass(eclass);
}
void setKeyValueChangedFunc(KeyValueChangedFunc func)
{
EntityKeyValues::setKeyValueChangedFunc(func);
}
void setCounter(Counter* counter)
{
EntityKeyValues::setCounter(counter);
}
void connectEntities(const scene::Path& path, const scene::Path& targetPath)
{
Entity* e1 = ScenePath_getEntity(path);
Entity* e2 = ScenePath_getEntity(targetPath);
if(e1 == 0 || e2 == 0)
{
globalErrorStream() << "entityConnectSelected: both of the selected instances must be an entity\n";
return;
}
if(e1 == e2)
{
globalErrorStream() << "entityConnectSelected: the selected instances must not both be from the same entity\n";
return;
}
UndoableCommand undo("entityConnectSelected");
if(g_gameType == eGameTypeDoom3)
{
StringOutputStream key(16);
for(unsigned int i = 0; ; ++i)
{
key << "target";
if(i != 0)
{
key << i;
}
const char* value = e1->getKeyValue(key.c_str());
if(string_empty(value))
{
e1->setKeyValue(key.c_str(), e2->getKeyValue("name"));
break;
}
key.clear();
}
}
else
{
ConnectEntities connector(e1, e2);
const char* value = e2->getKeyValue("targetname");
if(string_empty(value))
{
value = e1->getKeyValue("target");
}
if(!string_empty(value))
{
connector.connect(value);
}
else
{
const char* type = e2->getKeyValue("classname");
if(string_empty(type))
{
type = "t";
}
StringOutputStream key(64);
key << type << "1";
GlobalNamespace().makeUnique(key.c_str(), ConnectEntities::ConnectCaller(connector));
}
}
SceneChangeNotify();
}
void setLightRadii(bool lightRadii)
{
g_lightRadii = lightRadii;
}
bool getLightRadii()
{
return g_lightRadii;
}
void setShowNames(bool showNames)
{
g_showNames = showNames;
}
bool getShowNames()
{
return g_showNames;
}
void setShowAngles(bool showAngles)
{
g_showAngles = showAngles;
}
bool getShowAngles()
{
return g_showAngles;
}
};
Quake3EntityCreator g_Quake3EntityCreator;
EntityCreator& GetEntityCreator()
{
return g_Quake3EntityCreator;
}
class filter_entity_classname : public EntityFilter
{
const char* m_classname;
public:
filter_entity_classname(const char* classname) : m_classname(classname)
{
}
bool filter(const Entity& entity) const
{
return string_equal(entity.getKeyValue("classname"), m_classname);
}
};
class filter_entity_classgroup : public EntityFilter
{
const char* m_classgroup;
std::size_t m_length;
public:
filter_entity_classgroup(const char* classgroup) : m_classgroup(classgroup), m_length(string_length(m_classgroup))
{
}
bool filter(const Entity& entity) const
{
return string_equal_n(entity.getKeyValue("classname"), m_classgroup, m_length);
}
};
filter_entity_classname g_filter_entity_world("worldspawn");
filter_entity_classname g_filter_entity_func_group("func_group");
filter_entity_classname g_filter_entity_light("light");
filter_entity_classname g_filter_entity_misc_model("misc_model");
filter_entity_classgroup g_filter_entity_trigger("trigger_");
filter_entity_classgroup g_filter_entity_path("path_");
class filter_entity_doom3model : public EntityFilter
{
public:
bool filter(const Entity& entity) const
{
return string_equal(entity.getKeyValue("classname"), "func_static")
&& !string_equal(entity.getKeyValue("model"), entity.getKeyValue("name"));
}
};
filter_entity_doom3model g_filter_entity_doom3model;
void Entity_InitFilters()
{
add_entity_filter(g_filter_entity_world, EXCLUDE_WORLD);
add_entity_filter(g_filter_entity_func_group, EXCLUDE_WORLD);
add_entity_filter(g_filter_entity_world, EXCLUDE_ENT, true);
add_entity_filter(g_filter_entity_trigger, EXCLUDE_TRIGGERS);
add_entity_filter(g_filter_entity_misc_model, EXCLUDE_MODELS);
add_entity_filter(g_filter_entity_doom3model, EXCLUDE_MODELS);
add_entity_filter(g_filter_entity_light, EXCLUDE_LIGHTS);
add_entity_filter(g_filter_entity_path, EXCLUDE_PATHS);
}
#include "preferencesystem.h"
void Entity_Construct(EGameType gameType)
{
g_gameType = gameType;
if(g_gameType == eGameTypeDoom3)
{
g_targetable_nameKey = "name";
Static<KeyIsName>::instance().m_keyIsName = keyIsNameDoom3;
Static<KeyIsName>::instance().m_nameKey = "name";
}
else
{
Static<KeyIsName>::instance().m_keyIsName = keyIsNameQuake3;
Static<KeyIsName>::instance().m_nameKey = "targetname";
}
GlobalPreferenceSystem().registerPreference("SI_ShowNames", BoolImportStringCaller(g_showNames), BoolExportStringCaller(g_showNames));
GlobalPreferenceSystem().registerPreference("SI_ShowAngles", BoolImportStringCaller(g_showAngles), BoolExportStringCaller(g_showAngles));
GlobalPreferenceSystem().registerPreference("NewLightStyle", BoolImportStringCaller(g_newLightDraw), BoolExportStringCaller(g_newLightDraw));
GlobalPreferenceSystem().registerPreference("LightRadiuses", BoolImportStringCaller(g_lightRadii), BoolExportStringCaller(g_lightRadii));
Entity_InitFilters();
LightType lightType = LIGHTTYPE_DEFAULT;
if(g_gameType == eGameTypeRTCW)
{
lightType = LIGHTTYPE_RTCW;
}
else if(g_gameType == eGameTypeDoom3)
{
lightType = LIGHTTYPE_DOOM3;
}
Light_Construct(lightType);
MiscModel_construct();
Doom3Group_construct();
RenderablePivot::StaticShader::instance() = GlobalShaderCache().capture("$PIVOT");
GlobalShaderCache().attachRenderable(StaticRenderableConnectionLines::instance());
}
void Entity_Destroy()
{
GlobalShaderCache().detachRenderable(StaticRenderableConnectionLines::instance());
GlobalShaderCache().release("$PIVOT");
Doom3Group_destroy();
MiscModel_destroy();
Light_Destroy();
}