Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Data and functionality for the logical 2D view
//
//===========================================================================//
#ifndef MAPVIEWLOGICAL_H
#define MAPVIEWLOGICAL_H
#ifdef _WIN32
#pragma once
#endif
#include "MapView2DBase.h"
#include "tier1/utlrbtree.h"
#include "tier1/utlstack.h"
class CWnd;
class CView;
class CMapAtom;
class CMapClass;
class CMapDoc;
class CCamera;
class CTitleWnd;
class CEntityConnection;
class CMapViewLogical : public CMapView2DBase
{
public:
// Other public methods
virtual void Render();
protected:
CMapViewLogical(); // protected constructor used by dynamic creation
virtual ~CMapViewLogical();
DECLARE_DYNCREATE(CMapViewLogical)
virtual bool IsLogical() { return true; }
virtual void OnRenderListDirty();
// convert client view space to map world coordinates (2D versions for convenience)
void WorldToClient( Vector2D &ptClient, const Vector2D &vWorld );
void ClientToWorld( Vector2D &vWorld, const Vector2D &vClient );
virtual void WorldToClient( Vector2D &ptClient, const Vector &vWorld );
virtual void ClientToWorld( Vector &vWorld, const Vector2D &vClient );
// Performs a selection which selects an object at the point as well as entities connected to outputs.
bool SelectAtCascading( const Vector2D &ptClient, bool bMakeFirst );
private:
// timer IDs:
enum
{
TIMER_CONNECTIONUPDATE = 2,
};
typedef CUtlRBTree<CMapClass*, unsigned short> MapClassDict_t;
// Purpose: Builds up list of mapclasses to render
void AddToRenderLists( CMapClass *pObject );
void PopulateConnectionList( );
// Purpose:
void RenderConnections(const bool bDrawSelected, const bool bAnySelected);
// Draws a wire from a particular point to a target
const color32 & GetWireColor(const char *pszName, const bool bSelected, const bool bBroken, const bool bAnySelected );
void DrawConnectingWire( float x, float y, CMapEntity *pSource, CEntityConnection *pConnection, CMapEntity *pTarget );
bool m_bUpdateRenderObjects; // Should I build a list of things to render?
CUtlVector<CMapClass *> m_RenderList; // list of current rendered objects
CUtlVector<CMapClass *> m_ConnectionList; // list of all objects which are in the render list of have connections to something in the renderlist
CUtlStack<CMapClass *> m_ConnectionUpdate; // for iteratively determining connectivity
MapClassDict_t m_RenderDict;
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CMapView2D)
protected:
virtual void OnInitialUpdate(); // first time after construct
//}}AFX_VIRTUAL
// Generated message map functions
//{{AFX_MSG(CMapView2D)
afx_msg void OnTimer(UINT nIDEvent);
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
#endif // MAPVIEWLOGICAL_H