Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements the cordon tool. The cordon tool defines a rectangular
// volume that acts as a visibility filter. Only objects that intersect
// the cordon are rendered in the views. When saving the MAP file while
// the cordon tool is active, only brushes that intersect the cordon
// bounds are saved. The cordon box is replaced by brushes in order to
// seal the map.
//
//=============================================================================//
#include "stdafx.h"
#include "ChunkFile.h"
#include "ToolCordon.h"
#include "History.h"
#include "GlobalFunctions.h"
#include "MainFrm.h"
#include "MapDoc.h"
#include "MapDefs.h"
#include "MapSolid.h"
#include "MapView2D.h"
#include "MapView3D.h"
#include "MapWorld.h"
#include "render2d.h"
#include "StatusBarIDs.h"
#include "ToolManager.h"
#include "Options.h"
#include "WorldSize.h"
#include "vgui/Cursor.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
Vector Cordon3D::m_vecLastMins; // Last mins & maxs the user dragged out with this tool;
Vector Cordon3D::m_vecLastMaxs; // used to fill in the third axis when starting a new box.
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
Cordon3D::Cordon3D(void)
{
SetDrawColors(RGB(0, 255, 255), RGB(255, 0, 0));
m_vecLastMins.Init( COORD_NOTINIT, COORD_NOTINIT, COORD_NOTINIT );
m_vecLastMaxs.Init( COORD_NOTINIT, COORD_NOTINIT, COORD_NOTINIT );
}
//-----------------------------------------------------------------------------
// Purpose: Called when the tool is activated.
// Input : eOldTool - The ID of the previously active tool.
//-----------------------------------------------------------------------------
void Cordon3D::OnActivate()
{
RefreshToolState();
}
//-----------------------------------------------------------------------------
// Fetch data from the document and update our internal state.
//-----------------------------------------------------------------------------
void Cordon3D::RefreshToolState()
{
Vector mins( COORD_NOTINIT, COORD_NOTINIT, COORD_NOTINIT );
Vector maxs( COORD_NOTINIT, COORD_NOTINIT, COORD_NOTINIT );
if ( m_pDocument->Cordon_GetCount() > 0 )
{
m_pDocument->Cordon_GetEditCordon( mins, maxs );
m_vecLastMins = mins;
m_vecLastMaxs = maxs;
}
SetBounds( mins, maxs );
m_bEmpty = !IsValidBox();
EnableHandles( true );
}
//-----------------------------------------------------------------------------
// Return true of the boxes intersect (but not if they just touch).
//-----------------------------------------------------------------------------
inline bool BoxesIntersect2D( const Vector2D &vBox1Min, const Vector2D &vBox1Max, const Vector2D &vBox2Min, const Vector2D &vBox2Max )
{
return ( vBox1Min.x < vBox2Max.x ) && ( vBox1Max.x > vBox2Min.x ) &&
( vBox1Min.y < vBox2Max.y ) && ( vBox1Max.y > vBox2Min.y );
}
//-----------------------------------------------------------------------------
// Purpose: Handles left mouse button down events in the 2D view.
// Input : Per CWnd::OnLButtonDown.
// Output : Returns true if the message was handled, false if not.
//-----------------------------------------------------------------------------
bool Cordon3D::OnLMouseDown2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint)
{
Tool3D::OnLMouseDown2D(pView, nFlags, vPoint);
Vector vecWorld;
pView->ClientToWorld(vecWorld, vPoint);
unsigned int uConstraints = GetConstraints( nFlags );
if ( HitTest(pView, vPoint, true) )
{
StartTranslation( pView, vPoint, m_LastHitTestHandle );
}
else
{
//
// Test against all active cordons
//
CMapDoc *pDoc = pView->GetMapDoc();
if ( !pDoc )
return true;
// Make a little box around the cursor to test against.
const int iSelUnits = 2;
Vector2D selMins( vPoint.x - iSelUnits, vPoint.y - iSelUnits );
Vector2D selMaxs( vPoint.x + iSelUnits, vPoint.y + iSelUnits );
for ( int i = 0; i < pDoc->Cordon_GetCount(); i++ )
{
Cordon_t *cordon = pDoc->Cordon_GetCordon( i );
if ( !cordon->m_bActive )
continue;
for ( int j = 0; j < cordon->m_Boxes.Count(); j++ )
{
BoundBox *box = &cordon->m_Boxes[j];
Vector2D vecClientMins;
Vector2D vecClientMaxs;
pView->WorldToClient( vecClientMins, box->bmins );
pView->WorldToClient( vecClientMaxs, box->bmaxs );
// 2D projection can flip Y
NormalizeBox( vecClientMins, vecClientMaxs );
if ( BoxesIntersect2D( vecClientMins, vecClientMaxs, selMins, selMaxs ) )
{
pDoc->Cordon_SelectCordonForEditing( cordon, box, SELECT_CORDON_FROM_TOOL );
RefreshToolState();
return true;
}
}
}
// getvisiblepoint fills in any coord that's still set to COORD_NOTINIT:
vecWorld[pView->axThird] = m_vecLastMins[pView->axThird];
m_pDocument->GetBestVisiblePoint(vecWorld);
// snap starting position to grid
if ( uConstraints & constrainSnap )
m_pDocument->Snap(vecWorld,uConstraints);
// Create a new box
// Add it to the current edit cordon
// Set the edit cordon to current edit cordon and the new box
Cordon_t *cordon = m_pDocument->Cordon_GetSelectedCordonForEditing();
BoundBox *box = NULL;
if ( !cordon )
{
// No cordon, we need a new one.
cordon = m_pDocument->Cordon_CreateNewCordon( DEFAULT_CORDON_NAME, &box );
}
else
{
// Just add a box to the current cordon.
box = m_pDocument->Cordon_AddBox( cordon );
}
box->bmins = box->bmaxs = vecWorld;
Vector vecSize( 0, 0, 0 );
if ( ( m_vecLastMins[pView->axThird] == COORD_NOTINIT ) || ( m_vecLastMaxs[pView->axThird] == COORD_NOTINIT ) )
{
vecSize[pView->axThird] = pDoc->GetGridSpacing();
}
else
{
vecSize[pView->axThird] = m_vecLastMaxs[pView->axThird] - m_vecLastMins[pView->axThird];
}
StartNew( pView, vPoint, vecWorld, vecSize );
m_pDocument->Cordon_SelectCordonForEditing( cordon, box, SELECT_CORDON_FROM_TOOL );
if ( pDoc->Cordon_IsCordoning() )
{
pDoc->UpdateVisibilityAll();
}
pDoc->SetModifiedFlag( true );
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handles left mouse button up events in the 2D view.
// Input : Per CWnd::OnLButtonUp.
// Output : Returns true if the message was handled, false if not.
//-----------------------------------------------------------------------------
bool Cordon3D::OnLMouseUp2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint)
{
bool bShift = ( nFlags & MK_SHIFT ) != 0;
Tool3D::OnLMouseUp2D(pView, nFlags, vPoint) ;
if ( IsTranslating() )
{
if ( bShift )
{
}
FinishTranslation( true );
if ( bShift )
{
// Clone the selected cordon
Cordon_t *cordon = m_pDocument->Cordon_GetSelectedCordonForEditing();
BoundBox *box = m_pDocument->Cordon_AddBox( cordon );
box->bmins = bmins;
box->bmaxs = bmaxs;
m_pDocument->Cordon_SelectCordonForEditing( cordon, box, SELECT_CORDON_FROM_TOOL );
RefreshToolState();
}
else
{
m_pDocument->Cordon_SetEditCordon( bmins, bmaxs );
// Remember these bounds for the next time we start dragging out a new cordon.
m_vecLastMins = bmins;
m_vecLastMaxs = bmaxs;
}
}
m_pDocument->UpdateStatusbar();
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handles mouse move events in the 2D view.
// Input : Per CWnd::OnMouseMove.
// Output : Returns true if the message was handled, false if not.
//-----------------------------------------------------------------------------
bool Cordon3D::OnMouseMove2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint)
{
vgui::HCursor hCursor = vgui::dc_arrow;
Tool3D::OnMouseMove2D(pView, nFlags, vPoint) ;
unsigned int uConstraints = GetConstraints( nFlags );
// Convert to world coords.
Vector vecWorld;
pView->ClientToWorld(vecWorld, vPoint);
// Update status bar position display.
//
char szBuf[128];
m_pDocument->Snap(vecWorld,uConstraints);
sprintf(szBuf, " @%.0f, %.0f ", vecWorld[pView->axHorz], vecWorld[pView->axVert]);
SetStatusText(SBI_COORDS, szBuf);
if ( IsTranslating() )
{
// cursor is cross here
Tool3D::UpdateTranslation( pView, vPoint, uConstraints );
hCursor = vgui::dc_none;
}
else if ( HitTest(pView, vPoint, true) )
{
hCursor = UpdateCursor( pView, m_LastHitTestHandle, m_TranslateMode );
}
if ( hCursor != vgui::dc_none )
pView->SetCursor( hCursor );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handles the escape key in the 2D or 3D views.
//-----------------------------------------------------------------------------
void Cordon3D::OnEscape(void)
{
if ( IsTranslating() )
{
FinishTranslation( false );
}
else
{
m_pDocument->GetTools()->SetTool(TOOL_POINTER);
}
}
//-----------------------------------------------------------------------------
// Deletes the currently selected cordon in response to the user hitting DELETE
//-----------------------------------------------------------------------------
void Cordon3D::OnDelete()
{
BoundBox *pBox = NULL;
Cordon_t *pCordon = m_pDocument->Cordon_GetSelectedCordonForEditing( &pBox );
if ( !pCordon || !pBox )
return;
if ( !pBox || ( pCordon->m_Boxes.Count() <= 1 ) )
{
m_pDocument->Cordon_RemoveCordon( pCordon );
}
else
{
m_pDocument->Cordon_RemoveBox( pCordon, pBox );
}
m_pDocument->UpdateVisibilityAll();
m_pDocument->SetModifiedFlag( true );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool Cordon3D::OnKeyDown2D(CMapView2D *pView, UINT nChar, UINT nRepCnt, UINT nFlags)
{
if (nChar == VK_ESCAPE)
{
OnEscape();
return true;
}
if ( nChar == VK_DELETE )
{
OnDelete();
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool Cordon3D::OnKeyDown3D(CMapView3D *pView, UINT nChar, UINT nRepCnt, UINT nFlags)
{
if (nChar == VK_ESCAPE)
{
OnEscape();
return true;
}
if ( nChar == VK_DELETE )
{
OnDelete();
}
return false;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void Cordon3D::RenderTool2D( CRender2D *pRender )
{
pRender->PushRenderMode( RENDER_MODE_DOTTED );
pRender->SetDrawColor( 255, 255, 0 );
// If cordoning is active, the document's rendering code handles drawing the cordons.
if ( !m_pDocument->Cordon_IsCordoning() )
{
int nCount = m_pDocument->Cordon_GetCount();
for ( int i = 0; i < nCount; i++ )
{
Cordon_t *pCordon = m_pDocument->Cordon_GetCordon( i );
if ( pCordon->m_bActive )
{
for ( int j = 0; j < pCordon->m_Boxes.Count(); j++ )
{
// draw simple rectangle
pRender->DrawRectangle( pCordon->m_Boxes[j].bmins, pCordon->m_Boxes[j].bmaxs, false, 0 );
}
}
}
}
pRender->PopRenderMode();
BaseClass::RenderTool2D( pRender );
}