//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef OVERLAY3D_H #define OVERLAY3D_H #pragma once #include #include "Box3D.h" #include "ToolInterface.h" #include "MapOverlay.h" #include "ToolManager.h" class CMapDoc; struct Shoreline_t; class CToolOverlay : public Box3D { public: //========================================================================= // // Constructur/Destructor // CToolOverlay(); ~CToolOverlay(); //========================================================================= // // CBaseTool virtual implementations // ToolID_t GetToolID( void ) { return TOOL_OVERLAY; } void OnActivate(); void OnDeactivate(); virtual bool OnKeyDown2D(CMapView2D *pView, UINT nChar, UINT nRepCnt, UINT nFlags); virtual bool OnKeyDown3D(CMapView3D *pView, UINT nChar, UINT nRepCnt, UINT nFlags); bool OnLMouseUp3D( CMapView3D *pView, UINT nFlags, const Vector2D &vPoint ); bool OnLMouseDown3D( CMapView3D *pView, UINT nFlags, const Vector2D &vPoint ); bool OnMouseMove3D( CMapView3D *pView, UINT nFlags, const Vector2D &vPoint ); bool OnContextMenu2D( CMapView2D *pView, UINT nFlags, const Vector2D &vPoint ); void RenderTool3D(CRender3D *pRender); protected: bool UpdateTranslation( const Vector &vUpdate, UINT = 0 ); private: bool HandleSelection( CMapView *pView, const Vector2D &vPoint ); void OverlaySelection( CMapView3D *pView, UINT nFlags, const Vector2D &vPoint ); bool CreateOverlay( CMapSolid *pSolid, ULONG iFace, CMapView3D *pView, Vector2D point ); void InitOverlay( CMapEntity *pEntity, CMapFace *pFace ); void OnDrag( Vector const &vecRayStart, Vector const &vecRayEnd, bool bShift ); void PreDrag( void ); void PostDrag( void ); void SetupHandleDragUndo( void ); void HandlesReset( void ); void SnapHandle( Vector &vecHandlePt ); bool HandleInBBox( CMapOverlay *pOverlay, Vector const &vecHandlePt ); bool HandleSnap( CMapOverlay *pOverlay, Vector &vecHandlePt ); private: bool m_bDragging; // Are we dragging overlay handles? Shoreline_t *m_pShoreline; // CMapOverlay *m_pActiveOverlay; // The overlay currently being acted upon }; #endif // OVERLAY3D_H