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94 lines
2.8 KiB
C++
94 lines
2.8 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Data and functionality for the logical 2D view
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//
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//===========================================================================//
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#ifndef MAPVIEWLOGICAL_H
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#define MAPVIEWLOGICAL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "MapView2DBase.h"
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#include "tier1/utlrbtree.h"
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#include "tier1/utlstack.h"
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class CWnd;
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class CView;
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class CMapAtom;
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class CMapClass;
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class CMapDoc;
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class CCamera;
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class CTitleWnd;
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class CEntityConnection;
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class CMapViewLogical : public CMapView2DBase
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{
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public:
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// Other public methods
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virtual void Render();
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protected:
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CMapViewLogical(); // protected constructor used by dynamic creation
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virtual ~CMapViewLogical();
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DECLARE_DYNCREATE(CMapViewLogical)
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virtual bool IsLogical() { return true; }
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virtual void OnRenderListDirty();
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// convert client view space to map world coordinates (2D versions for convenience)
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void WorldToClient( Vector2D &ptClient, const Vector2D &vWorld );
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void ClientToWorld( Vector2D &vWorld, const Vector2D &vClient );
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virtual void WorldToClient( Vector2D &ptClient, const Vector &vWorld );
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virtual void ClientToWorld( Vector &vWorld, const Vector2D &vClient );
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// Performs a selection which selects an object at the point as well as entities connected to outputs.
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bool SelectAtCascading( const Vector2D &ptClient, bool bMakeFirst );
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private:
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// timer IDs:
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enum
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{
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TIMER_CONNECTIONUPDATE = 2,
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};
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typedef CUtlRBTree<CMapClass*, unsigned short> MapClassDict_t;
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// Purpose: Builds up list of mapclasses to render
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void AddToRenderLists( CMapClass *pObject );
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void PopulateConnectionList( );
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// Purpose:
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void RenderConnections(const bool bDrawSelected, const bool bAnySelected);
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// Draws a wire from a particular point to a target
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const color32 & GetWireColor(const char *pszName, const bool bSelected, const bool bBroken, const bool bAnySelected );
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void DrawConnectingWire( float x, float y, CMapEntity *pSource, CEntityConnection *pConnection, CMapEntity *pTarget );
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bool m_bUpdateRenderObjects; // Should I build a list of things to render?
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CUtlVector<CMapClass *> m_RenderList; // list of current rendered objects
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CUtlVector<CMapClass *> m_ConnectionList; // list of all objects which are in the render list of have connections to something in the renderlist
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CUtlStack<CMapClass *> m_ConnectionUpdate; // for iteratively determining connectivity
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MapClassDict_t m_RenderDict;
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CMapView2D)
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protected:
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virtual void OnInitialUpdate(); // first time after construct
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//}}AFX_VIRTUAL
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// Generated message map functions
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//{{AFX_MSG(CMapView2D)
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afx_msg void OnTimer(UINT nIDEvent);
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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#endif // MAPVIEWLOGICAL_H
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