Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Rendering and mouse handling in the logical view.
//
//===========================================================================//
#include "stdafx.h"
#include "MapViewLogical.h"
#include "Render2D.h"
#include "MapWorld.h"
#include "TitleWnd.h"
#include "MapDoc.h"
#include "ToolManager.h"
#include "history.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
IMPLEMENT_DYNCREATE(CMapViewLogical, CMapView2DBase)
BEGIN_MESSAGE_MAP(CMapViewLogical, CMapView2DBase)
//{{AFX_MSG_MAP(CMapViewLogical)
ON_WM_TIMER()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
//-----------------------------------------------------------------------------
// Purpose: Logical View Look and feel constants
//-----------------------------------------------------------------------------
#define LOGICAL_CONN_VERT_SPACING 100
#define LOGICAL_CONN_HORIZ_SPACING 20
#define LOGICAL_CONN_SPREAD_DIST 50
#define LOGICAL_CONN_TEXT_LENGTH 450
#define LOGICAL_CONN_CROSS_SIZE 30
#define LOGICAL_CONN_MULTI_CIRCLE_RADIUS 15
// Broken connection blinking interval (in ms)
#define TIMER_BLINK_INTERVAL 512
// Unselected and selected color values for the connections palette against the background color
#define DARK 112
#define MID 144
#define BACKGROUND 168
#define LITE 224
#define BRITE 255
#define LOGICAL_CONN_COLOR_COUNT 7
#define LOGICAL_CONN_SELECTION_STATES 2
static color32 s_pWireColors[LOGICAL_CONN_COLOR_COUNT][LOGICAL_CONN_SELECTION_STATES] =
{
{ { MID, MID, 0, 255 }, /* Mid Yellow */ { BRITE, BRITE, 0, 255 }, /* Bright Yellow */ },
{ { MID, DARK, 0, 255 }, /* Dark Orange */ { BRITE, MID, 0, 255 }, /* Bright Orange */ },
{ { 0, DARK, 0, 255 }, /* Dark Green */ { 0, BRITE, 0, 255 }, /* Bright Green */ },
{ { 0, MID, MID, 255 }, /* Mid Cyan */ { 0, BRITE, BRITE, 255 }, /* Bright Cyan */ },
{ { 0, 0, MID, 255 }, /* Mid Blue */ { 0, MID, BRITE, 255 }, /* Bright Baby Blue */ },
{ { MID, 0, MID, 255 }, /* Mid Magenta */ { BRITE, 0, BRITE, 255 }, /* Bright Magenta */ },
{ { DARK, DARK, DARK, 255 }, /* Dark Gray */ { BRITE, BRITE, BRITE, 255 }, /* Bright White */ },
};
static color32 s_pBrokenWireColor[LOGICAL_CONN_SELECTION_STATES] =
{
{ DARK, 0, 0, 255 }, /* Dark Red */ { BRITE, 0, 0, 255 }, /* Bright Red */
};
//-----------------------------------------------------------------------------
// Purpose: Constructor. Initializes data members.
// ---------------------------------------------------------------------------
CMapViewLogical::CMapViewLogical(void) : m_RenderDict( 0, 1024, DefLessFunc( CMapClass* ) )
{
m_bUpdateRenderObjects = true;
SetAxes(AXIS_X, FALSE, AXIS_Y, TRUE);
SetDrawType( VIEW_LOGICAL );
}
//-----------------------------------------------------------------------------
// Purpose: Destructor. Frees dynamically allocated resources.
//-----------------------------------------------------------------------------
CMapViewLogical::~CMapViewLogical(void)
{
}
//-----------------------------------------------------------------------------
// Purpose: First-time initialization of this view.
//-----------------------------------------------------------------------------
void CMapViewLogical::OnInitialUpdate(void)
{
CreateTitleWindow();
GetTitleWnd()->SetTitle("Logical");
SetZoom(0); // Zoom out as far as possible.
UpdateClientView();
CMapView2DBase::OnInitialUpdate();
// FIXME: Hardcoded light gray background - should be from a new "Logical View" options settings dialog
m_ClearColor.SetColor( BACKGROUND, BACKGROUND, BACKGROUND, 255 );
m_clrGrid.SetColor( MID, MID, MID, 255 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : point - Point in client coordinates.
// bMakeFirst -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CMapViewLogical::SelectAtCascading( const Vector2D &ptClient, bool bMakeFirst )
{
CMapDoc *pDoc = GetMapDoc();
CSelection *pSelection = pDoc->GetSelection();
pSelection->ClearHitList();
GetHistory()->MarkUndoPosition(pSelection->GetList(), "Selection");
//
// Check all the objects in the world for a hit at this point.
//
HitInfo_t HitData[MAX_PICK_HITS];
int nHits = ObjectsAt(ptClient, HitData, MAX_PICK_HITS);
// If there were no hits at the given point, clear selection.
if ( nHits == 0 )
{
if (bMakeFirst)
{
pDoc->SelectFace(NULL, 0, scClear|scSaveChanges);
pDoc->SelectObject(NULL, scClear|scSaveChanges);
}
return false;
}
SelectMode_t eSelectMode = pSelection->GetMode();
for ( int i=0; i<nHits; ++i )
{
CMapClass *pSelObject = HitData[i].pObject->PrepareSelection( eSelectMode );
if ( !pSelObject )
continue;
pSelection->AddHit( pSelObject );
}
//
// Select a single object.
//
if ( bMakeFirst )
{
pDoc->SelectFace( NULL, 0, scClear|scSaveChanges );
pDoc->SelectObject( NULL, scClear|scSaveChanges );
}
pSelection->SetCurrentHit( hitFirst, true );
return true;
}
//-----------------------------------------------------------------------------
// Base class calls this when render lists need rebuilding
//-----------------------------------------------------------------------------
void CMapViewLogical::OnRenderListDirty()
{
m_bUpdateRenderObjects = true;
}
//-----------------------------------------------------------------------------
// Purpose: Builds up list of mapclasses to render
//-----------------------------------------------------------------------------
void CMapViewLogical::AddToRenderLists( CMapClass *pObject )
{
#if _DEBUG && 0
CMapEntity *pEntity = dynamic_cast<CMapEntity *>(pObject);
if (pEntity)
{
LPCTSTR pszTargetName = pEntity->GetKeyValue("targetname");
if ( pszTargetName && !strcmp(pszTargetName, "relay_cancelVCDs") )
{
// Set breakpoint here for debugging this entity's visiblity
int foo = 0;
}
}
#endif
if ( !pObject->IsVisibleLogical() )
return;
// Don't render groups, render their children instead.
if ( !pObject->IsGroup() && pObject->IsLogical() )
{
Vector2D vecMins, vecMaxs;
pObject->GetRenderLogicalBox( vecMins, vecMaxs );
// Always paint all the entities to ensure that any inter-entity connections are visible
// if ( !IsValidBox( vecMins, vecMaxs ) || IsInClientView( vecMins, vecMaxs ) )
{
// Make sure the object is in the update region.
m_RenderList.AddToTail( pObject );
m_ConnectionList.AddToTail( pObject );
m_RenderDict.Insert( pObject );
}
}
// Recurse into children and add them.
const CMapObjectList *pChildren = pObject->GetChildren();
FOR_EACH_OBJ( *pChildren, pos )
{
AddToRenderLists( pChildren->Element(pos) );
}
}
//-----------------------------------------------------------------------------
// Purpose: Builds up list of mapclasses to render
//-----------------------------------------------------------------------------
void CMapViewLogical::PopulateConnectionList( )
{
while ( m_ConnectionUpdate.Count() )
{
CMapClass *pObject;
m_ConnectionUpdate.Pop( pObject );
if ( !pObject->IsVisibleLogical() )
continue;
// Don't render groups, render their children instead.
if ( !pObject->IsGroup() && pObject->IsLogical() )
{
// Don't add it if it's visible already
if ( m_RenderDict.Find( pObject ) == m_RenderDict.InvalidIndex() )
{
CEditGameClass *pClass = dynamic_cast< CEditGameClass * >( pObject );
if ( pClass )
{
int nCount = pClass->Connections_GetCount();
for ( int i = 0; i < nCount; ++i )
{
CEntityConnection *pConn = pClass->Connections_Get( i );
// Find the input entity associated with this connection
CMapEntityList *pEntityList = pConn->GetTargetEntityList();
int j;
int nInputCount = pEntityList->Count();
for ( j = 0; j < nInputCount; ++j )
{
CMapEntity *pEntity = pEntityList->Element(j);
if ( m_RenderDict.Find( pEntity ) != m_RenderDict.InvalidIndex() )
{
m_ConnectionList.AddToTail( pObject );
break;
}
}
if ( j != nInputCount )
break;
}
}
}
}
// Recurse into children and add them.
const CMapObjectList *pChildren = pObject->GetChildren();
FOR_EACH_OBJ( *pChildren, pos )
{
m_ConnectionUpdate.Push( pChildren->Element(pos) );
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : nIDEvent -
//-----------------------------------------------------------------------------
void CMapViewLogical::OnTimer(UINT nIDEvent)
{
if ( nIDEvent == TIMER_CONNECTIONUPDATE )
{
// Make sure we don't blink too fast
static unsigned int nLastUpdate = 0;
if ( GetTickCount() >= (nLastUpdate+TIMER_BLINK_INTERVAL/2) )
{
nLastUpdate = GetTickCount();
UpdateView( 0 ); // Force the view to redraw for blinking errors
}
}
else
CView::OnTimer(nIDEvent);
}
const color32 & CMapViewLogical::GetWireColor(const char *pszName, const bool bSelected, const bool bError, const bool bAnySelected)
{
// Select the connecting color based on the string passed in
// (using OutputName for instance, gives varying "wire colors" by entity output type).
Assert( LOGICAL_CONN_COLOR_COUNT == (sizeof(s_pWireColors) / sizeof(color32) ) / LOGICAL_CONN_SELECTION_STATES );
if ( !bError )
{
int nIndex = 0;
// Has the named passed in
while ( *pszName )
nIndex += *pszName++;
// Index based on the number of colors available
nIndex %= LOGICAL_CONN_COLOR_COUNT;
// Only blink non-errors if the drawing object is selected
// bool bBlinkingState = bSelected ? (GetTickCount() / TIMER_BLINK_INTERVAL) & 1 : 0;
return s_pWireColors[nIndex][bSelected];
}
else
{
// Only blink errors if nothing is selected, or this is selected
bool bBlinkingState = bSelected || !bAnySelected ? (GetTickCount() / TIMER_BLINK_INTERVAL) & 1 : bSelected;
return s_pBrokenWireColor[bBlinkingState];
}
}
//-----------------------------------------------------------------------------
// Draws a wire from a particular point to a target
//-----------------------------------------------------------------------------
#define BACKWARD_WIRE_OVERSHOOT 50
#define BACKWARD_WIRE_Y_DISTANCE 150
void CMapViewLogical::DrawConnectingWire( float x, float y, CMapEntity *pSource, CEntityConnection *pConnection, CMapEntity *pTarget )
{
CRender2D *pRender = GetRender();
// FIXME: Deal with bad input type
Vector2D vecEndPosition, vecConnector;
pTarget->GetLogicalConnectionPosition( LOGICAL_CONNECTION_INPUT, vecConnector );
vecEndPosition = vecConnector;
int nInputs = pTarget->Upstream_GetCount();
// Compensate for multiple inputs -- fan-in the connections from the various pSource entities
BOOL bFound = false;
if ( nInputs )
{
int nInput;
for ( nInput = 0; nInput < nInputs; nInput++ )
{
CEntityConnection *pInputConnection = pTarget->Upstream_Get(nInput);
if ( pInputConnection )
{
if ( pInputConnection == pConnection )
{
bFound = true;
break;
}
}
}
if (bFound)
{
vecEndPosition.x -= LOGICAL_CONN_SPREAD_DIST;
vecEndPosition.y += ( (nInputs - 1) * LOGICAL_CONN_VERT_SPACING / 2 ) / 2 - (nInput * LOGICAL_CONN_VERT_SPACING / 2);
pRender->MoveTo( Vector( vecEndPosition.x, vecEndPosition.y, 0.0f) );
pRender->DrawLineTo( Vector( vecConnector.x, vecConnector.y, 0.0f) );
}
else
{
Assert(0);
}
}
pRender->MoveTo( Vector( x, y, 0.0f ) );
if ( x < vecEndPosition.x )
{
// Do direct connection
pRender->DrawLineTo( Vector( x, vecEndPosition.y, 0.0f ) );
pRender->DrawLineTo( Vector( vecEndPosition.x, vecEndPosition.y, 0.0f ) );
return;
}
Vector2D vecTargetMins, vecTargetMaxs;
pTarget->GetRenderLogicalBox( vecTargetMins, vecTargetMaxs );
vecTargetMins.y -= BACKWARD_WIRE_Y_DISTANCE;
vecTargetMaxs.y += BACKWARD_WIRE_Y_DISTANCE;
float flHalfY = ( y + vecEndPosition.y ) * 0.5f;
if ( flHalfY > vecTargetMins.y && flHalfY < vecTargetMaxs.y )
{
flHalfY = ( flHalfY < vecEndPosition.y ) ? vecTargetMins.y : vecTargetMaxs.y;
}
pRender->DrawLineTo( Vector( x, flHalfY, 0.0f ) );
pRender->DrawLineTo( Vector( vecEndPosition.x - BACKWARD_WIRE_OVERSHOOT, flHalfY, 0.0f ) );
pRender->DrawLineTo( Vector( vecEndPosition.x - BACKWARD_WIRE_OVERSHOOT, vecEndPosition.y, 0.0f ) );
pRender->DrawLineTo( Vector( vecEndPosition.x, vecEndPosition.y, 0.0f ) );
}
void CMapViewLogical::RenderConnections(const bool bDrawSelected, const bool bAnySelected)
{
Vector2D pt, pt2;
WorldToClient( pt, Vector( 0.0f, 0.0f, 0.0f ) );
WorldToClient( pt2, Vector( 0.0f, LOGICAL_CONN_VERT_SPACING, 0.0f ) );
int nCount = m_ConnectionList.Count();
for ( int i = 0; i < nCount ; ++i )
{
CMapEntity *pMapClass = dynamic_cast<CMapEntity*>( m_ConnectionList[i] );
if ( !pMapClass )
continue;
CEditGameClass *pEditClass = dynamic_cast<CEditGameClass*>( pMapClass );
if ( !pEditClass )
continue;
int nConnectionCount = pEditClass->Connections_GetCount();
if ( nConnectionCount == 0 )
continue;
Vector2D vecStartPosition;
pMapClass->GetLogicalConnectionPosition( LOGICAL_CONNECTION_OUTPUT, vecStartPosition );
CRender2D *pRender = GetRender();
float x = vecStartPosition.x + LOGICAL_CONN_SPREAD_DIST + LOGICAL_CONN_TEXT_LENGTH;
float y = vecStartPosition.y + ( nConnectionCount - 1 ) * LOGICAL_CONN_VERT_SPACING / 2;
for ( int j = 0; j < nConnectionCount; ++j )
{
CEntityConnection *pConn = pEditClass->Connections_Get( j );
// Find the input entity associated with this connection
CMapEntityList *pEntityList = pConn->GetTargetEntityList();
int nInputCount = pEntityList->Count();
bool bBadInput = !MapEntityList_HasInput( pEntityList, pConn->GetInputName() );
bool bBadConnection = (nInputCount == 0);
// Stop drawing entity connection text once the entity itself gets too small.
bool bDrawOutput = ( fabs( pt.y - pt2.y ) >= 16 );
bool bDrawDelay = ( fabs( pt.y - pt2.y ) >= 20 );
bool bDrawInput = ( fabs( pt.y - pt2.y ) >= 24 );
bool bDrawTarget = ( fabs( pt.y - pt2.y ) >= 28 );
bool bEntitySelected = ( pMapClass->GetSelectionState() != SELECT_NONE );
bool bInputSelected = false;
for ( int k = 0; k < nInputCount; ++k )
{
if ( pEntityList->Element( k )->GetSelectionState() != SELECT_NONE )
bInputSelected = true;
// Make sure all the connected entities are all visible
if ( pEntityList->Element( k )->IsVisibleLogical() == false )
bBadConnection = true;
}
// Make sure we only draw the selected OR unselected connections as requested
if ( bDrawSelected == (bEntitySelected || bInputSelected) )
{
color32 c = GetWireColor( pConn->GetOutputName(),
bEntitySelected || bInputSelected,
bBadConnection || bBadInput,
bAnySelected );
if ( bDrawDelay || bDrawOutput || bDrawInput || bDrawTarget )
{
char pBuf[1024];
pRender->SetTextColor( c.r, c.g, c.b );
int nChars = 0;
if ( bDrawOutput )
nChars += Q_snprintf( pBuf+nChars, sizeof(pBuf), "%s", pConn->GetOutputName() );
if ( bDrawDelay )
nChars += Q_snprintf( pBuf+nChars, sizeof(pBuf), "(%.2f)", pConn->GetDelay() );
if ( nChars )
pRender->DrawText( pBuf, Vector2D( vecStartPosition.x + LOGICAL_CONN_SPREAD_DIST, y ), 2, 1, CRender2D::TEXT_JUSTIFY_TOP | CRender2D::TEXT_JUSTIFY_RIGHT );
nChars = 0;
if ( bDrawInput )
nChars += Q_snprintf( pBuf+nChars, sizeof(pBuf), "%s", pConn->GetInputName() );
if ( bDrawTarget )
nChars += Q_snprintf( pBuf+nChars, sizeof(pBuf), "[%s] ", pConn->GetTargetName() );
if ( nChars )
pRender->DrawText( pBuf, Vector2D( vecStartPosition.x + LOGICAL_CONN_SPREAD_DIST, y ), 2, -1, CRender2D::TEXT_JUSTIFY_BOTTOM | CRender2D::TEXT_JUSTIFY_RIGHT );
}
pRender->SetDrawColor( c.r, c.g, c.b );
pRender->MoveTo( Vector( vecStartPosition.x, vecStartPosition.y, 0.0f ) );
pRender->DrawLineTo( Vector( vecStartPosition.x + LOGICAL_CONN_SPREAD_DIST, y, 0.0f ) );
pRender->DrawLineTo( Vector( x, y, 0.0f ) );
if ( bBadConnection )
{
// Draw an X for a bogus connection.
pRender->MoveTo( Vector( x - LOGICAL_CONN_CROSS_SIZE, y - LOGICAL_CONN_CROSS_SIZE, 0.0f ) );
pRender->DrawLineTo( Vector( x + LOGICAL_CONN_CROSS_SIZE, y + LOGICAL_CONN_CROSS_SIZE, 0.0f ) );
pRender->MoveTo( Vector( x - LOGICAL_CONN_CROSS_SIZE, y + LOGICAL_CONN_CROSS_SIZE, 0.0f ) );
pRender->DrawLineTo( Vector( x + LOGICAL_CONN_CROSS_SIZE, y - LOGICAL_CONN_CROSS_SIZE, 0.0f ) );
}
else if ( nInputCount == 1 )
{
DrawConnectingWire( x, y, pMapClass, pConn, pEntityList->Element( 0 ) );
}
else
{
// Draw a circle for multiple connections
pRender->DrawCircle( Vector( x + LOGICAL_CONN_MULTI_CIRCLE_RADIUS, y, 0.0f ), LOGICAL_CONN_MULTI_CIRCLE_RADIUS );
float mx = x + LOGICAL_CONN_SPREAD_DIST;
float my = y + ( nInputCount / 2 ) * LOGICAL_CONN_VERT_SPACING/2;
Vector vecStart( x + LOGICAL_CONN_MULTI_CIRCLE_RADIUS, y, 0.0f );
for ( int k = 0; k < nInputCount; ++k )
{
// bBadInput = false; // This should be based on whether downstream entity has the specificied named input
bInputSelected = ( pEntityList->Element( k )->GetSelectionState() != SELECT_NONE );
color32 col = GetWireColor( pConn->GetOutputName(),
bEntitySelected || bInputSelected,
bBadInput,
bAnySelected );
pRender->SetDrawColor( col.r, col.g, col.b );
Vector vecEnd( mx, my, 0.0f );
Vector vecDelta;
VectorSubtract( vecEnd, vecStart, vecDelta );
VectorNormalize( vecDelta );
vecDelta *= LOGICAL_CONN_MULTI_CIRCLE_RADIUS;
vecDelta += vecStart;
pRender->MoveTo( vecDelta );
pRender->DrawLineTo( Vector( mx, my, 0.0f ) );
DrawConnectingWire( mx, my, pMapClass, pConn, pEntityList->Element( k ) );
mx += LOGICAL_CONN_HORIZ_SPACING;
my -= LOGICAL_CONN_VERT_SPACING/2;
}
}
}
x += LOGICAL_CONN_HORIZ_SPACING * (nInputCount+1) + 2*LOGICAL_CONN_MULTI_CIRCLE_RADIUS;
y -= LOGICAL_CONN_VERT_SPACING;
}
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMapViewLogical::Render()
{
CMapDoc *pDoc = GetMapDoc();
CMapWorld *pWorld = pDoc->GetMapWorld();
GetRender()->StartRenderFrame();
// Draw grid if enabled.
if ( pDoc->m_bShowLogicalGrid )
{
DrawGridLogical( GetRender() );
}
// Draw the world if we have one.
if (pWorld == NULL)
return;
// Traverse the entire world, sorting visible elements into two arrays:
// Normal objects and selected objects, so that we can render the selected
// objects last.
if ( m_bUpdateRenderObjects )
{
m_bUpdateRenderObjects = false;
m_RenderList.RemoveAll();
m_RenderDict.RemoveAll();
m_ConnectionList.RemoveAll();
m_ConnectionUpdate.Clear();
// fill render lists with visible objects
AddToRenderLists( pWorld );
// Add the connections too
m_ConnectionUpdate.Push( pWorld );
PopulateConnectionList();
// Make sure we have a timer running to drive error animations
SetTimer( TIMER_CONNECTIONUPDATE, TIMER_BLINK_INTERVAL, NULL);
}
// Assume we are blinking, unless something is selected.
bool bAnySelected = FALSE;
CUtlVector<CMapClass *> selectedObjects;
CUtlVector<CMapClass *> helperObjects;
CUtlVector<CMapClass *> unselectedObjects;
// Render normal (nonselected) objects first
for (int i = 0; i < m_RenderList.Count(); i++)
{
CMapClass *pObject = m_RenderList[i];
if ( pObject->IsSelected() )
{
bAnySelected = TRUE;
// render later
if ( pObject->GetToolObject( 0, false ) )
{
helperObjects.AddToTail( pObject );
}
else
{
selectedObjects.AddToTail( pObject );
}
}
else
{
unselectedObjects.AddToTail( pObject );
}
}
// Render unselected connections first
RenderConnections(false, bAnySelected);
// render unselected objects next, on top of the connections
for ( int j = 0; j < unselectedObjects.Count(); j++ )
{
unselectedObjects[j]->RenderLogical( GetRender() );
}
if ( bAnySelected )
{
// Render selected objects in second batch, so they overdraw normal object
for (int i = 0; i < selectedObjects.Count(); i++)
{
selectedObjects[i]->RenderLogical( GetRender() );
}
// Render selected connections on top of everything else
RenderConnections(true, bAnySelected);
}
// render all tools
CBaseTool *pCurTool = pDoc->GetTools()->GetActiveTool();
int nToolCount = pDoc->GetTools()->GetToolCount();
for (int i = 0; i < nToolCount; i++)
{
CBaseTool *pTool = pDoc->GetTools()->GetTool(i);
if ((pTool != NULL) && (pTool != pCurTool))
{
pTool->RenderToolLogical( GetRender() );
}
}
// render active tool over all other tools
if ( pCurTool )
{
pCurTool->RenderToolLogical( GetRender() );
}
// render map helpers at last
for (int i = 0; i < helperObjects.Count(); i++)
{
helperObjects[i]->RenderLogical( GetRender() );
}
GetRender()->EndRenderFrame();
}
//-----------------------------------------------------------------------------
// convert client view space to map world coordinates (2D versions for convenience)
//-----------------------------------------------------------------------------
void CMapViewLogical::WorldToClient( Vector2D &ptClient, const Vector2D &vWorld )
{
Vector vWorld3D( vWorld.x, vWorld.y, 0.0f );
CMapView2DBase::WorldToClient( ptClient, vWorld3D );
}
void CMapViewLogical::ClientToWorld( Vector2D &vWorld, const Vector2D &vClient )
{
Vector vWorld3D;
CMapView2DBase::ClientToWorld( vWorld3D, vClient );
vWorld.x = vWorld3D.x;
vWorld.y = vWorld3D.y;
}
void CMapViewLogical::WorldToClient( Vector2D &ptClient, const Vector &vWorld )
{
CMapView2DBase::WorldToClient( ptClient, vWorld );
}
void CMapViewLogical::ClientToWorld( Vector &vWorld, const Vector2D &vClient )
{
CMapView2DBase::ClientToWorld( vWorld, vClient );
}