Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef MAPVIEW2D_H
#define MAPVIEW2D_H
#ifdef _WIN32
#pragma once
#endif
#include "MapView2DBase.h"
#include "tier1/utlvector.h"
class CMapInstance;
class CMapView2D : public CMapView2DBase { protected: CMapView2D(); // protected constructor used by dynamic creation
virtual ~CMapView2D(); DECLARE_DYNCREATE(CMapView2D) virtual bool IsLogical() { return false; } virtual void OnRenderListDirty();
void RenderInstance( CMapInstance *pInstanceClass, CMapClass *pMapClass, Vector &InstanceOrigin, QAngle &InstanceAngles );
private: void DrawPointFile( CRender2D *pRender ); void AddToRenderLists( CMapClass *pObject ); void Render(); void SetDrawType( DrawType_t drawType ); virtual void ActivateView( bool bActivate ); bool UpdateRenderObjects(); void DrawCullingCircleHelper2D( CRender2D *pRender );
void RenderInstanceMapClass_r( CMapClass *pObject );
// general variables:
bool m_bLastActiveView; // is this the last active view?
CUtlVector<CMapClass *> m_RenderList; // list of current rendered objects
bool m_bUpdateRenderObjects; // if true, update render list on next draw
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CMapView2D)
protected: virtual void OnInitialUpdate(); // first time after construct
afx_msg void OnView2dxy(); afx_msg void OnView2dyz(); afx_msg void OnView2dxz(); afx_msg void OnUpdateEditSelection(CCmdUI *pCmdUI); afx_msg BOOL OnToolsAlign(UINT nID); afx_msg BOOL OnFlip(UINT nID); afx_msg void OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags); //}}AFX_MSG
DECLARE_MESSAGE_MAP() };
inline bool CMapView2D::UpdateRenderObjects() { return m_bUpdateRenderObjects; }
#endif // MAPVIEW2D_H
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