Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef MAPPLAYERHULLHANDLE_H
#define MAPPLAYERHULLHANDLE_H
#ifdef _WIN32
#pragma once
#endif
#include "MapHelper.h"
#include "ToolInterface.h"
class CHelperInfo; class CRender2D; class CRender3D; class CMapPlayerHullHandle;
#define MAX_KEYNAME_SIZE 32
class CMapPlayerHullHandle : public CMapHelper {
friend class CMapAxisHandle; friend class CMapSweptPlayerHull;
public:
DECLARE_MAPCLASS(CMapPlayerHullHandle,CMapHelper)
//
// Factory for building from a list of string parameters.
//
static CMapClass *Create(CHelperInfo *pInfo, CMapEntity *pParent); void Attach( CMapSweptPlayerHull *pOwner );
inline int GetRadius(void);
//
// Construction/destruction:
//
CMapPlayerHullHandle(void); CMapPlayerHullHandle(const char *pszKey, bool bDrawLineToParent); ~CMapPlayerHullHandle(void);
void CalcBounds(BOOL bFullUpdate = FALSE);
virtual CMapClass *Copy(bool bUpdateDependencies); virtual CMapClass *CopyFrom(CMapClass *pFrom, bool bUpdateDependencies);
virtual void Render2D(CRender2D *pRender); virtual void Render3D(CRender3D *pRender);
virtual int SerializeRMF(std::fstream &File, BOOL bRMF); virtual int SerializeMAP(std::fstream &File, BOOL bRMF);
// Overridden because origin helpers don't take the color of their parent entity.
virtual void SetRenderColor(unsigned char red, unsigned char green, unsigned char blue); virtual void SetRenderColor(color32 rgbColor);
virtual bool HitTest2D(CMapView2D *pView, const Vector2D &point, HitInfo_t &HitData); virtual CMapClass *PrepareSelection(SelectMode_t eSelectMode);
virtual bool IsVisualElement(void) { return false; } // Only visible if our parent is selected.
virtual bool IsClutter(void) { return true; } virtual bool IsCulledByCordon(const Vector &vecMins, const Vector &vecMaxs) { return false; } // We don't hide unless our parent hides.
virtual const char* GetDescription() { return("Player hull handle"); }
virtual void OnAddToWorld(CMapWorld *pWorld); virtual void OnParentKeyChanged(const char *key, const char *value); virtual void OnUndoRedo(void);
virtual void PostloadWorld(CMapWorld *pWorld);
protected:
// Called by the point handle tool while dragging.
void UpdateOrigin(const Vector &vecOrigin);
// Overridden to update our parent's keyvalue when we move.
virtual void DoTransform(const VMatrix &matrix); private:
void Initialize(void); void UpdateParentKey(void);
CMapSweptPlayerHull *m_pOwner; // The swept player hull that we belong to.
char m_szKeyName[MAX_KEYNAME_SIZE]; bool m_bDrawLineToParent; };
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CMapPlayerHullHandle::GetRadius(void) { return HANDLE_RADIUS; }
#endif // MAPPLAYERHULLHANDLE_H
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