mirror of
https://github.com/nillerusr/source-engine.git
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163 lines
5.4 KiB
C++
163 lines
5.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef SELECTION3D_H
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#define SELECTION3D_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "Box3D.h"
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#include "MapClass.h" // For CMapObjectList
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#include "ToolInterface.h"
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#include "utlvector.h"
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class CMapWorld;
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class CMapView;
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class CMapView2D;
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class CMapView3D;
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class GDinputvariable;
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class CRender2D;
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class Selection3D : public Box3D
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{
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public:
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Selection3D();
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~Selection3D();
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void Init( CMapDoc *pDocument );
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inline bool IsBoxSelecting();
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inline bool IsLogicalBoxSelecting();
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void EndBoxSelection();
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// Start, end logical selection
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void StartLogicalBoxSelection( CMapViewLogical *pView, const Vector &vStart );
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void EndLogicalBoxSelection( );
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// Tool3D implementation.
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virtual void SetEmpty();
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virtual bool IsEmpty();
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//
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// CBaseTool implementation.
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//
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virtual void OnActivate();
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virtual void OnDeactivate();
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virtual ToolID_t GetToolID() { return TOOL_POINTER; }
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virtual bool OnContextMenu2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint);
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virtual bool OnKeyDown2D(CMapView2D *pView, UINT nChar, UINT nRepCnt, UINT nFlags);
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virtual bool OnLMouseDown2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint);
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virtual bool OnLMouseUp2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint);
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virtual bool OnMouseMove2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint);
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virtual bool OnKeyDown3D(CMapView3D *pView, UINT nChar, UINT nRepCnt, UINT nFlags);
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virtual bool OnLMouseDblClk3D(CMapView3D *pView, UINT nFlags, const Vector2D &vPoint);
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virtual bool OnLMouseDown3D(CMapView3D *pView, UINT nFlags, const Vector2D &vPoint);
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virtual bool OnLMouseUp3D(CMapView3D *pView, UINT nFlags, const Vector2D &vPoint);
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virtual bool OnMouseMove3D(CMapView3D *pView, UINT nFlags, const Vector2D &vPoint);
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virtual void RenderTool2D(CRender2D *pRender);
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virtual void RenderToolLogical(CRender2D *pRender);
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virtual void RenderTool3D(CRender3D *pRender);
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virtual bool OnContextMenuLogical(CMapViewLogical *pView, UINT nFlags, const Vector2D &vPoint);
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virtual bool OnKeyDownLogical(CMapViewLogical *pView, UINT nChar, UINT nRepCnt, UINT nFlags);
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virtual bool OnLMouseDownLogical(CMapViewLogical *pView, UINT nFlags, const Vector2D &vPoint);
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virtual bool OnLMouseUpLogical(CMapViewLogical *pView, UINT nFlags, const Vector2D &vPoint);
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virtual bool OnMouseMoveLogical(CMapViewLogical *pView, UINT nFlags, const Vector2D &vPoint);
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virtual bool OnLMouseDblClkLogical(CMapViewLogical *pView, UINT nFlags, const Vector2D &vPoint);
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void UpdateSelectionBounds();
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bool m_bBoxSelection;
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protected:
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void TransformSelection();
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void TransformLogicalSelection( const Vector2D &vecTranslation );
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void FinishTranslation(bool bSave, bool bClone );
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void StartTranslation(CMapView *pView, const Vector2D &vPoint, const Vector &vHandleOrigin );
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bool StartBoxSelection( CMapView *pView, const Vector2D &vPoint, const Vector &vStart);
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void UpdateHandleState();
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virtual unsigned int GetConstraints(unsigned int nKeyFlags);
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void NudgeObjects(CMapView *pView, int nChar, bool bSnap, bool bClone);
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GDinputvariable *ChooseEyedropperVar(CMapView *pView, CUtlVector<GDinputvariable *> &VarList);
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CMapEntity *FindEntityInTree(CMapClass *pObject);
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void SelectInBox(CMapDoc *pDoc, bool bInsideOnly);
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CBaseTool *GetToolObject( CMapView2D *pView, const Vector2D &ptScreen, bool bAttach );
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CBaseTool *GetToolObjectLogical( CMapViewLogical *pView, const Vector2D &vPoint, bool bAttach );
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void SetEyedropperCursor();
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void EyedropperPick2D(CMapView2D *pView, const Vector2D &vPoint);
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void EyedropperPick3D(CMapView3D *pView, const Vector2D &vPoint);
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void EyedropperPick(CMapView *pView, CMapClass *pObject);
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void OnEscape(CMapDoc *pDoc);
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//
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// Tool3D implementation.
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//
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virtual int HitTest(CMapView *pView, const Vector2D &pt, bool bTestHandles = false);
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// Methods related to logical operations
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void EyedropperPickLogical( CMapViewLogical *pView, const Vector2D &vPoint );
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bool HitTestLogical( CMapView *pView, const Vector2D &ptClient );
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void SelectInLogicalBox(CMapDoc *pDoc, bool bInsideOnly);
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CSelection *m_pSelection; // the documents selection opject
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bool m_bEyedropper; // True if we are holding down the eyedropper hotkey.
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bool m_bSelected; // Did we select an object on left button down?
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bool m_b3DEditMode; // editing mode in 3D on/off
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bool m_bDrawAsSolidBox; // sometimes we want to render the tool bbox solid
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// These are fields related to manipulation in logical views
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Vector2D m_vLDownLogicalClient; // Logical client pos at which lbutton was pressed.
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Vector2D m_vecLogicalSelBoxMins;
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Vector2D m_vecLogicalSelBoxMaxs;
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bool m_bInLogicalBoxSelection; // Are we doing box selection in the logical mode?
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COLORREF m_clrLogicalBox; // The color of the logical box
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Vector2D m_vLastLogicalDragPoint; // Last point at which we dragged (world coords)
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Vector2D m_vLogicalTranslation;
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bool m_bIsLogicalTranslating; // true while translation in logical view
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bool m_bLButtonDown;
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bool m_bLeftDragged;
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};
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//-----------------------------------------------------------------------------
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// Are we in box selection?
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//-----------------------------------------------------------------------------
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inline bool Selection3D::IsBoxSelecting()
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{
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return m_bBoxSelection;
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}
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inline bool Selection3D::IsLogicalBoxSelecting()
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{
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return m_bInLogicalBoxSelection;
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}
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#endif // SELECTION3D_H
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