Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Represents an entity in a VMF
//
//=============================================================================
#ifndef DMEVMFENTITY_H
#define DMEVMFENTITY_H
#ifdef _WIN32
#pragma once
#endif
#include "toolutils/dmemdlrenderable.h"
#include "datamodel/dmelement.h"
#include "toolframework/itoolentity.h"
#include "materialsystem/MaterialSystemUtil.h"
//-----------------------------------------------------------------------------
// Represents an editable entity; draws its helpers
//-----------------------------------------------------------------------------
class CDmeCommentaryNodeEntity : public CDmeMdlRenderable<CDmElement>
{
DEFINE_ELEMENT( CDmeCommentaryNodeEntity, CDmeMdlRenderable<CDmElement> );
public:
// Inherited from CDmElement
virtual void OnAttributeChanged( CDmAttribute *pAttribute );
public:
// Inherited from DmeRenderable
virtual const Vector &GetRenderOrigin( void );
virtual const QAngle &GetRenderAngles( void );
virtual int DrawModel( int flags );
virtual void GetRenderBounds( Vector& mins, Vector& maxs );
virtual bool IsTransparent( void );
public:
int GetEntityId() const;
const char *GetClassName() const;
const char *GetTargetName() const;
bool IsPlaceholder() const;
// Entity Key iteration
CDmAttribute *FirstEntityKey();
CDmAttribute *NextEntityKey( CDmAttribute *pEntityKey );
// Attach/detach from an engine entity with the same editor index
void AttachToEngineEntity( HTOOLHANDLE hToolHandle );
void SetRenderOrigin( const Vector &vecOrigin );
void SetRenderAngles( const QAngle &angles );
void MarkDirty( bool bDirty = true );
private:
bool IsEntityKey( CDmAttribute *pEntityKey );
// Draws the helper for the entity
void DrawSprite( IMaterial *pMaterial );
CDmaVar<Vector> m_vecLocalOrigin;
CDmaVar<Vector> m_vecLocalAngles;
CDmaString m_ClassName;
CDmaString m_TargetName;
CDmaVar<bool> m_bIsPlaceholder;
bool m_bInfoTarget;
bool m_bIsDirty;
// The entity it's connected to in the engine
HTOOLHANDLE m_hEngineEntity;
CMaterialReference m_SelectedInfoTarget;
CMaterialReference m_InfoTargetSprite;
};
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline const char *CDmeCommentaryNodeEntity::GetClassName() const
{
return m_ClassName;
}
inline const char *CDmeCommentaryNodeEntity::GetTargetName() const
{
return m_TargetName;
}
inline bool CDmeCommentaryNodeEntity::IsPlaceholder() const
{
return m_bIsPlaceholder;
}
#endif // DMEVMFENTITY_H