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# moveNumericTool.cpp

    //-
    // ==========================================================================
    // Copyright 1995,2006,2008 Autodesk, Inc. All rights reserved.
    //
    // Use of this software is subject to the terms of the Autodesk
    // license agreement provided at the time of installation or download,
    // or which otherwise accompanies this software in either electronic
    // or hard copy form.
    // ==========================================================================
    //+

    //
    // moveNumericTool.cc
    //
    // Description:
    //    Interactive tool for moving an object.
    //    This tool also accepts numeric input from the numeric input field.
    //
    //    This plug-in will register the following two commands in Maya:
    //       moveNumericToolCmd <x> <y> <z>
    //       moveNumericToolContext
    //
    #include <maya/MIOStream.h>
    #include <stdio.h>
    #include <stdlib.h>

    #include <maya/MPxToolCommand.h>
    #include <maya/MFnPlugin.h>
    #include <maya/MArgList.h>
    #include <maya/MGlobal.h>
    #include <maya/MItSelectionList.h>
    #include <maya/MPoint.h>
    #include <maya/MVector.h>
    #include <maya/MDagPath.h>

    #include <maya/MFnTransform.h>
    #include <maya/MItCurveCV.h>
    #include <maya/MItSurfaceCV.h>
    #include <maya/MItMeshVertex.h>

    #include <maya/MPxSelectionContext.h>
    #include <maya/MPxContextCommand.h>
    #include <maya/M3dView.h>
    #include <maya/MFnCamera.h>

    #include <maya/MFeedbackLine.h>

    #define CHECKRESULT(stat,msg)     \
        if ( MS::kSuccess != stat ) { \
            cerr << msg << endl;      \
        }

    #define kVectorEpsilon 1.0e-3

    //
    // The move command
    //
    // - this is a tool command which can be used in tool
    //   contexts or in the MEL command window.
    //
    #define     MOVENAME    "moveNumericToolCmd"
    #define     DOIT        0
    #define     UNDOIT      1
    #define     REDOIT      2

    class moveCmd : public MPxToolCommand
    {
    public:
        moveCmd();
        virtual ~moveCmd();

        MStatus         doIt( const MArgList& args );
        MStatus         redoIt();
        MStatus         undoIt();
        bool            isUndoable() const;
        MStatus         finalize();

    public:
        static void*    creator();

        void            setVector( double x, double y, double z );
        static MStatus  getVector( MVector &vec );
    private:
        MVector         delta;  // the delta vectors
        MStatus         action( int flag ); // do the work here
    };

    moveCmd::moveCmd( )
    {
        setCommandString( MOVENAME );
    }

    moveCmd::~moveCmd()
    {}

    void* moveCmd::creator()
    {
        return new moveCmd;
    }

    bool moveCmd::isUndoable() const
    //
    // Description
    //     Set this command to be undoable.
    //
    {
        return true;
    }

    void moveCmd::setVector( double x, double y, double z)
    {
        delta.x = x;
        delta.y = y;
        delta.z = z;
    }

    MStatus moveCmd::getVector( MVector &vec )
    {
        MStatus stat;
        MSelectionList slist;
        MGlobal::getActiveSelectionList( slist );

        MDagPath    mDagPath;
        MObject     mComponent;
        MSpace::Space spc = MSpace::kWorld;

        // Translate first selected object
        //
        if (slist.length() > 0)
            stat = slist.getDagPath(slist.length()-1, mDagPath, mComponent);
        else
            return MS::kFailure;

        if ( MS::kSuccess != stat ) return MS::kFailure;

        MFnTransform transFn( mDagPath, &stat );
        if ( MS::kSuccess == stat ) {
            vec = transFn.translation( spc, &stat );
        }

        return stat;
    }

    MStatus moveCmd::finalize()
    //
    // Description
    //     Command is finished, construct a string for the command
    //     for journalling.
    //
    {
        MArgList command;
        command.addArg( commandString() );
        command.addArg( delta.x );
        command.addArg( delta.y );
        command.addArg( delta.z );

        // This call adds the command to the undo queue and sets
        // the journal string for the command.
        //
        return MPxToolCommand::doFinalize( command );
    }

    MStatus moveCmd::doIt( const MArgList& args )
    //
    // Description
    //      Test MItSelectionList class
    //
    {
        MStatus stat;
        MVector vector( 1.0, 0.0, 0.0 );    // default delta
        unsigned i = 0;

        switch ( args.length() )     // set arguments to vector
        {
            case 1:
                vector.x = args.asDouble( 0, &stat );
                break;
            case 2:
                vector.x = args.asDouble( 0, &stat );
                vector.y = args.asDouble( 1, &stat );
                break;
            case 3:
                vector = args.asVector(i,3);
                break;
            case 0:
            default:
                break;
        }
        delta = vector;

        return action( DOIT );
    }

    MStatus moveCmd::undoIt( )
    //
    // Description
    //      Undo last delta translation
    //
    {
        return action( UNDOIT );
    }

    MStatus moveCmd::redoIt( )
    //
    // Description
    //      Redo last delta translation
    //
    {
        return action( REDOIT );
    }

    MStatus moveCmd::action( int flag )
    //
    // Description
    //      Do the actual work here to move the objects by vector
    //
    {
        MStatus stat;
        MVector vector = delta;

        switch( flag )
        {
            case UNDOIT:    // undo
                vector.x = -vector.x;
                vector.y = -vector.y;
                vector.z = -vector.z;
                break;
            case REDOIT:    // redo
                break;
            case DOIT:      // do command
                break;
            default:
                break;
        }

        // Create a selection list iterator
        //
        MSelectionList slist;
        MGlobal::getActiveSelectionList( slist );

        MDagPath    mdagPath;       // Item dag path
        MObject     mComponent;     // Current component
        MSpace::Space spc = MSpace::kWorld;

        // Translate first selected objects
        //
        if (slist.length() > 0)
            stat = slist.getDagPath(slist.length()-1, mdagPath, mComponent);
        else
            return MS::kFailure;

        if ( MS::kSuccess != stat ) return MS::kFailure;

        MFnTransform transFn( mdagPath, &stat );
        if ( MS::kSuccess == stat ) {
            stat = transFn.translateBy( vector, spc );
            CHECKRESULT(stat,"Error doing translate on transform");
        }

        return MS::kSuccess;
    }

    //
    // The moveNumericTool Context
    //
    // - tool contexts are custom event handlers. The selection
    //   context class defaults to maya's selection mode and
    //   allows you to override press/drag/release events.
    //
    #define     MOVEHELPSTR        "drag to move selected object"
    #define     MOVETITLESTR       "moveNumericTool"
    #define     TOP         0
    #define     FRONT       1
    #define     SIDE        2
    #define     PERSP       3

    class moveNumericContext : public MPxSelectionContext
    {
    public:
        moveNumericContext();
        virtual void    toolOnSetup( MEvent & event );
        virtual MStatus doPress( MEvent & event );
        virtual MStatus doDrag( MEvent & event );
        virtual MStatus doRelease( MEvent & event );
        virtual MStatus doEnterRegion( MEvent & event );

        virtual bool        processNumericalInput( const MDoubleArray &values,
                                                   const MIntArray &flags,
                                                   bool isAbsolute );
        virtual bool        feedbackNumericalInput() const;
        virtual MSyntax::MArgType   argTypeNumericalInput( unsigned index ) const;

    private:
        int currWin;
        MEvent::MouseButtonType downButton;
        M3dView view;
        short startPos_x, endPos_x, start_x, last_x;
        short startPos_y, endPos_y, start_y, last_y;
        moveCmd * cmd;
    };

    moveNumericContext::moveNumericContext()
    {
        MString str( MOVETITLESTR );
        setTitleString( str );

        // Tell the context which XPM to use so the tool can properly
        // be a candidate for the 6th position on the mini-bar.
        setImage("moveNumericTool.xpm", MPxContext::kImage1 );
    }

    void moveNumericContext::toolOnSetup( MEvent & )
    {
        MString str( MOVEHELPSTR );
        setHelpString( str );
    }

    MStatus moveNumericContext::doPress( MEvent & event )
    {
        MStatus stat = MPxSelectionContext::doPress( event );
        MSpace::Space spc = MSpace::kWorld;

        // If we are not in selecting mode (i.e. an object has been selected)
        // then set up for the translation.
        //
        if ( !isSelecting() ) {
            event.getPosition( startPos_x, startPos_y );
            view = M3dView::active3dView();

            MDagPath camera;
            stat = view.getCamera( camera );
            if ( stat != MS::kSuccess ) {
                cerr << "Error: M3dView::getCamera" << endl;
                return stat;
            }
            MFnCamera fnCamera( camera );
            MVector upDir = fnCamera.upDirection( spc );
            MVector rightDir = fnCamera.rightDirection( spc );

            // Determine the camera used in the current view
            //
            if ( fnCamera.isOrtho() ) {
                if ( upDir.isEquivalent(MVector::zNegAxis,kVectorEpsilon) ) {
                    currWin = TOP;
                } else if (rightDir.isEquivalent(MVector::xAxis,kVectorEpsilon)) {
                    currWin = FRONT;
                } else  {
                    currWin = SIDE;
                }
            }
            else {
                currWin = PERSP;
            }

            // Create an instance of the move tool command.
            //
            cmd = (moveCmd*)newToolCommand();

            cmd->setVector( 0.0, 0.0, 0.0 );
        }
        feedbackNumericalInput();
        return stat;
    }

    MStatus moveNumericContext::doDrag( MEvent & event )
    {
        MStatus stat;
        stat = MPxSelectionContext::doDrag( event );

        // If we are not in selecting mode (i.e. an object has been selected)
        // then do the translation.
        //
        if ( !isSelecting() ) {
            event.getPosition( endPos_x, endPos_y );
            MPoint endW, startW;
            MVector vec;
            view.viewToWorld( startPos_x, startPos_y, startW, vec );
            view.viewToWorld( endPos_x, endPos_y, endW, vec );
            downButton = event.mouseButton();

            // We reset the the move vector each time a drag event occurs
            // and then recalculate it based on the start position.
            //
            cmd->undoIt();

            switch( currWin )
            {
                case TOP:
                    switch ( downButton )
                    {
                        case MEvent::kMiddleMouse :
                            cmd->setVector( endW.x - startW.x, 0.0, 0.0 );
                            break;
                        case MEvent::kLeftMouse :
                        default:
                            cmd->setVector( endW.x - startW.x, 0.0,
                                            endW.z - startW.z );
                            break;
                    }
                    break;

                case FRONT:
                    switch ( downButton )
                    {
                        case MEvent::kMiddleMouse :
                            cmd->setVector( endW.x - startW.x, 0.0, 0.0 );
                            break;
                        case MEvent::kLeftMouse :
                        default:
                            cmd->setVector( endW.x - startW.x,
                                            endW.y - startW.y, 0.0 );
                            break;
                    }
                    break;

                case SIDE:
                    switch ( downButton )
                    {
                        case MEvent::kMiddleMouse :
                            cmd->setVector( 0.0, 0.0, endW.z - startW.z );
                            break;
                        case MEvent::kLeftMouse :
                        default:
                            cmd->setVector( 0.0, endW.y - startW.y,
                                            endW.z - startW.z );
                            break;
                    }
                    break;

                case PERSP:
                    break;
            }

            stat = cmd->redoIt();
            view.refresh( true );
        }
        feedbackNumericalInput();
        return stat;
    }

    MStatus moveNumericContext::doRelease( MEvent & event )
    {
        MStatus stat = MPxSelectionContext::doRelease( event );
        if ( !isSelecting() ) {
            event.getPosition( endPos_x, endPos_y );

            // Delete the move command if we have moved less then 2 pixels
            // otherwise call finalize to set up the journal and add the
            // command to the undo queue.
            //
            if (abs(startPos_x - endPos_x) < 2 && abs(startPos_y - endPos_y) < 2) {
                delete cmd;
                view.refresh( true );
            }
            else {
                stat = cmd->finalize();
                view.refresh( true );
            }
        }
        feedbackNumericalInput();
        return stat;
    }

    MStatus moveNumericContext::doEnterRegion( MEvent & /*event*/ )
    //
    // Print the tool description in the help line.
    //
    {
        MString str( MOVEHELPSTR );
        return setHelpString( str );
    }

    bool moveNumericContext::processNumericalInput ( const MDoubleArray &values,
                                                     const MIntArray &flags,
                                                     bool isAbsolute )
    {
        unsigned valueLength = values.length();

        cmd = (moveCmd *) newToolCommand();

        MVector vec;
        /* MStatus stat = */ moveCmd::getVector(vec);

        if (isAbsolute) {
            MVector absoluteDelta;

            if (ignoreEntry(flags, 0) || (valueLength < 1)) absoluteDelta.x = 0;
            else absoluteDelta.x = values[0] - vec.x;

            if (ignoreEntry(flags, 1) || (valueLength < 2)) absoluteDelta.y = 0;
            else absoluteDelta.y = values[1] - vec.y;

            if (ignoreEntry(flags, 2) || (valueLength < 3)) absoluteDelta.z = 0;
            else absoluteDelta.z = values[2] - vec.z;

            cmd->setVector(absoluteDelta.x, absoluteDelta.y, absoluteDelta.z);
        }
        else {
            MVector relativeDelta;

            if (ignoreEntry(flags, 0) || (valueLength < 1)) relativeDelta.x = 0;
            else relativeDelta.x = values[0];

            if (ignoreEntry(flags, 1) || (valueLength < 2)) relativeDelta.y = 0;
            else relativeDelta.y = values[1];

            if (ignoreEntry(flags, 2) || (valueLength < 3)) relativeDelta.z = 0;
            else relativeDelta.z = values[2];

            cmd->setVector(relativeDelta.x, relativeDelta.y, relativeDelta.z);
        }

        cmd->redoIt();
        cmd->finalize();

        feedbackNumericalInput();
        return true;
    }

    bool moveNumericContext::feedbackNumericalInput() const
    {
        MFeedbackLine::setTitle("moveNumericTool");
        MFeedbackLine::setFormat("^6.3f ^6.3f ^6.3f");
        MVector vec;
        /* MStatus stat = */ moveCmd::getVector(vec);
        MFeedbackLine::setValue(0, vec.x);
        MFeedbackLine::setValue(1, vec.y);
        MFeedbackLine::setValue(2, vec.z);
        return true;
    }

    MSyntax::MArgType moveNumericContext::argTypeNumericalInput(unsigned /*index*/)
    const
    {
        return MSyntax::kDistance;
    }

    //
    // Context creation command
    //
    //  This is the command that will be used to create instances
    //  of our context.
    //
    #define     CREATE_CTX_NAME "moveNumericToolContext"

    class moveNumericContextCommand : public MPxContextCommand
    {
    public:
        moveNumericContextCommand() {};
        virtual MPxContext * makeObj();

    public:
        static void* creator();
    };

    MPxContext * moveNumericContextCommand::makeObj()
    {
        return new moveNumericContext();
    }

    void * moveNumericContextCommand::creator()
    {
        return new moveNumericContextCommand;
    }

    //
    // The following routines are used to register/unregister
    // the commands we are creating within Maya
    //
    MStatus initializePlugin( MObject obj )
    {
        MStatus status;
        MFnPlugin plugin( obj, PLUGIN_COMPANY, "3.0", "Any" );

        status = plugin.registerContextCommand(CREATE_CTX_NAME,
                                               &moveNumericContextCommand::creator,
                                               MOVENAME, &moveCmd::creator);
        if (!status) {
            status.perror("registerContextCommand");
            return status;
        }

        return status;
    }

    MStatus uninitializePlugin( MObject obj )
    {
        MStatus status;
        MFnPlugin plugin( obj );

        status = plugin.deregisterContextCommand( CREATE_CTX_NAME, MOVENAME );
        if (!status) {
            status.perror("deregisterContextCommand");
            return status;
        }

        return status;
    }