First implementation of middle-mouse dragging of texture faces.

ziree 2012-03-28 17:20:22 +02:00
parent 410abe6d7c
commit 6a66b83a92
4 changed files with 187 additions and 1 deletions

View File

@ -130,6 +130,18 @@ void LLToolComposite::handleSelect()
mSelected = TRUE;
}
// <FS:Zi> Add middle mouse control for tools overall
BOOL LLToolComposite::handleMiddleMouseDown(S32 x, S32 y, MASK mask)
{
return FALSE;
}
BOOL LLToolComposite::handleMiddleMouseUp(S32 x, S32 y, MASK mask)
{
return FALSE;
}
// </FS:Zi>
//----------------------------------------------------------------------------
// LLToolCompInspect
//----------------------------------------------------------------------------

View File

@ -97,6 +97,11 @@ protected:
public:
static const std::string sNameComp;
// <FS:Zi> Add middle mouse control for tools overall
virtual BOOL handleMiddleMouseDown(S32 x, S32 y, MASK mask);
virtual BOOL handleMiddleMouseUp(S32 x, S32 y, MASK mask);
// </FS:Zi>
};

View File

@ -43,6 +43,17 @@
#include "rlvhandler.h"
// [/RLVa:KB]
// <FS:Zi> Add Middle Mouse control to drag texture faces around
#include "llpanelface.h"
#include "llspinctrl.h"
#include "llkeyboard.h"
#include "llwindow.h"
BOOL LLToolFace::mTextureGrabbed=FALSE;
LLViewerObject* LLToolFace::mTextureObject=NULL;
S32 LLToolFace::mFaceGrabbed=0;
// </FS:Zi>
//
// Member functions
//
@ -83,6 +94,17 @@ BOOL LLToolFace::handleMouseDown(S32 x, S32 y, MASK mask)
void LLToolFace::pickCallback(const LLPickInfo& pick_info)
{
LLViewerObject* hit_obj = pick_info.getObject();
// <FS:Zi> Add Middle Mouse control to drag texture faces around
if(LLToolFace::mTextureGrabbed)
{
// remember the object being selected when this pick came from a middle mouse click
LLToolFace::mTextureObject=hit_obj;
// also remember the selected object face
LLToolFace::mFaceGrabbed=pick_info.mObjectFace;
}
// </FS:Zi>
if (hit_obj)
{
S32 hit_face = pick_info.mObjectFace;
@ -159,5 +181,140 @@ void LLToolFace::handleDeselect()
void LLToolFace::render()
{
// for now, do nothing
// <FS:Zi> Add Middle Mouse control to drag texture faces around
// // for now, do nothing
// do nothing if no texture was grabbed or no associated object was found
if(!LLToolFace::mTextureGrabbed || !LLToolFace::mTextureObject)
{
return;
}
// This is a rather lazy way of doing this, but the methods tried further down
// didn't lead to the necessary accuracy. More research will be done to see if
// it can be improved somehow.
// get the mouse distance from the original grabbing point
S32 dx=gViewerWindow->getCurrentMouseX()-mGrabX;
S32 dy=mGrabY-gViewerWindow->getCurrentMouseY();
// if no movement took place, stop here
if(dx==0 && dy==0)
{
return;
}
// move the mouse back to the grabbing point
gViewerWindow->getWindow()->setCursorPosition(LLCoordWindow(mGrabX,gViewerWindow->getWindowHeightRaw()-mGrabY-1));
F32 scaleU;
F32 scaleV;
F32 u;
F32 v;
// get texture coordinates and scale from the currently edited face
mTextureObject->getTE(mFaceGrabbed)->getOffset(&u,&v);
mTextureObject->getTE(mFaceGrabbed)->getScale(&scaleU,&scaleV);
// get the status of modifier keys
MASK mask=gKeyboard->currentMask(FALSE);
// set the value scaling based on SHIFT and CTRL keys being used
F32 scale=100.0f;
if(mask & MASK_CONTROL)
scale=1000.0f;
else if(mask & MASK_SHIFT)
scale=10000.0;
// recalculate texture position
u-=(F32) dx/scale*scaleU;
v+=(F32) dy/scale*scaleV;
// Bounds check and roll over
if (u> 1.0f) u-=1.0f;
else if(u<-1.0f) u+=1.0f;
if (v> 1.0f) v-=1.0f;
else if(v<-1.0f) v+=1.0f;
// apply new texture position
mTextureObject->setTEOffsetS(mFaceGrabbed,u);
mTextureObject->setTEOffsetT(mFaceGrabbed,v);
// update the build floater to reflect the new values
LLFloaterTools* toolsFloater=(LLFloaterTools*) LLFloaterReg::findInstance("build");
if(toolsFloater)
{
LLPanelFace* panelFace=toolsFloater->mPanelFace;
if(panelFace)
{
panelFace->refresh();
}
}
// this is one way I would rather do it than tracking mouse deltas, because it
// would take rotations into account. However, mSTCoords seems too coarse to be useful
/*
S32 x=gViewerWindow->getCurrentMouseX();
S32 y=gViewerWindow->getCurrentMouseY();
const LLPickInfo& pick=gViewerWindow->pickImmediate(x,y,TRUE);
if(pick.getObjectID()!=LLToolFace::mTextureObject->getID() || pick.mObjectFace!=LLToolFace::mFaceGrabbed)
{
return;
}
llwarns << x << " " << y << " " << pick.mSTCoords.mV[VX] << " " << pick.mSTCoords.mV[VY] << llendl;
*/
// this is another way I would rather do it than tracking mouse deltas, because it
// would take rotations into account. However, mSTCoords seems too coarse to be useful
/*
S32 x=gViewerWindow->getCurrentMouseX();
S32 y=gViewerWindow->getCurrentMouseY();
S32 gDebugRaycastFaceHit = -1;
LLVector3 gDebugRaycastIntersection;
LLVector2 gDebugRaycastTexCoord;
LLVector3 gDebugRaycastNormal;
LLVector3 gDebugRaycastBinormal;
LLVector3 gDebugRaycastStart;
LLVector3 gDebugRaycastEnd;
gDebugRaycastObject = gViewerWindow->cursorIntersect(x,y, 512.f, mTextureObject, mFaceGrabbed, FALSE,
&gDebugRaycastFaceHit,
&gDebugRaycastIntersection,
&gDebugRaycastTexCoord,
&gDebugRaycastNormal,
&gDebugRaycastBinormal,
&gDebugRaycastStart,
&gDebugRaycastEnd
);
if(!gDebugRaycastObject || gDebugRaycastFaceHit!=LLToolFace::mFaceGrabbed)
{
return;
}
*/
}
BOOL LLToolFace::handleMiddleMouseDown(S32 x, S32 y, MASK mask)
{
gViewerWindow->hideCursor();
mGrabX=x;
mGrabY=y;
LLToolFace::mTextureGrabbed=TRUE;
return handleMouseDown(x,y,mask);
}
BOOL LLToolFace::handleMiddleMouseUp(S32 x, S32 y, MASK mask)
{
gViewerWindow->showCursor();
LLToolFace::mTextureGrabbed=FALSE;
LLToolFace::mTextureObject=NULL;
LLToolFace::mFaceGrabbed=0;
return TRUE;
}
// </FS:Zi>

View File

@ -46,6 +46,18 @@ public:
virtual void render(); // draw face highlights
static void pickCallback(const LLPickInfo& pick_info);
// <FS:Zi> Add Middle Mouse control to drag texture faces around
virtual BOOL handleMiddleMouseDown(S32 x, S32 y, MASK mask);
virtual BOOL handleMiddleMouseUp(S32 x, S32 y, MASK mask);
static BOOL mTextureGrabbed;
static LLViewerObject* mTextureObject;
static S32 mFaceGrabbed;
S32 mGrabX;
S32 mGrabY;
// </FS:Zi>
};
#endif