Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines 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.
//
// $NoKeywords: $
//=============================================================================//
#ifndef CORDON3D_H
#define CORDON3D_H
#pragma once
#include "Box3D.h"
#include "ToolInterface.h"
class CChunkFile;
class CSaveInfo;
class CMapWorld;
class CMapView2D;
class CMapView3D;
enum ChunkFileResult_t;
class Cordon3D : public Box3D
{
typedef Box3D BaseClass;
public:
Cordon3D(void);
// CBaseTool implementation.
virtual void OnActivate();
virtual ToolID_t GetToolID(void) { return TOOL_EDITCORDON; }
virtual bool OnLMouseDown2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint);
virtual bool OnLMouseUp2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint);
virtual bool OnMouseMove2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint);
virtual bool OnKeyDown2D(CMapView2D *pView, UINT nChar, UINT nRepCnt, UINT nFlags);
virtual bool OnKeyDown3D(CMapView3D *pView, UINT nChar, UINT nRepCnt, UINT nFlags);
private:
void OnEscape(void);
};
#endif // CORDON3D_H