Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Represents an entity in a VMF
//
//=============================================================================
#ifndef DMEVMFENTITY_H
#define DMEVMFENTITY_H
#ifdef _WIN32
#pragma once
#endif
#include "toolutils/dmerenderable.h"
#include "datamodel/dmelement.h"
#include "toolframework/itoolentity.h"
#include "materialsystem/MaterialSystemUtil.h"
//-----------------------------------------------------------------------------
// Represents an editable entity; draws its helpers
//-----------------------------------------------------------------------------
class CDmeVMFEntity : public CDmeVisibilityControl< CDmeRenderable< CDmElement > > { DEFINE_ELEMENT( CDmeVMFEntity, CDmeVisibilityControl< CDmeRenderable< CDmElement > > );
public: // Inherited from CDmElement
virtual void OnAttributeChanged( CDmAttribute *pAttribute );
public: // Inherited from DmeRenderable
virtual const Vector &GetRenderOrigin( void ); virtual const QAngle &GetRenderAngles( void ); virtual int DrawModel( int flags ); virtual void GetRenderBounds( Vector& mins, Vector& maxs );
public: int GetEntityId() const;
const char *GetClassName() const; const char *GetTargetName() const;
bool IsPlaceholder() const;
// Entity Key iteration
CDmAttribute *FirstEntityKey(); CDmAttribute *NextEntityKey( CDmAttribute *pEntityKey );
// Attach/detach from an engine entity with the same editor index
void AttachToEngineEntity( bool bAttach );
private: bool IsEntityKey( CDmAttribute *pEntityKey );
CDmaVar<Vector> m_vecLocalOrigin; CDmaVar<QAngle> m_vecLocalAngles;
CDmaString m_ClassName; CDmaString m_TargetName; CDmaVar<bool> m_bIsPlaceholder;
// The entity it's connected to in the engine
HTOOLHANDLE m_hEngineEntity;
CMaterialReference m_Wireframe; };
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline const char *CDmeVMFEntity::GetClassName() const { return m_ClassName; }
inline const char *CDmeVMFEntity::GetTargetName() const { return m_TargetName; }
inline bool CDmeVMFEntity::IsPlaceholder() const { return m_bIsPlaceholder; }
#endif // DMEVMFENTITY_H
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