Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

1984 lines
52 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "stdafx.h"
#include "Gizmo.h"
#include "GlobalFunctions.h" // FIXME: For NotifyDuplicates
#include "History.h"
#include "MainFrm.h"
#include "MapDoc.h"
#include "MapDefs.h"
#include "MapEntity.h"
#include "MapPointHandle.h"
#include "MapSolid.h"
#include "MapView2D.h"
#include "MapViewLogical.h"
#include "MapView3D.h"
#include "ObjectProperties.h"
#include "Options.h"
#include "Render2D.h"
#include "ToolSelection.h"
#include "StatusBarIDs.h"
#include "ToolManager.h"
#include "hammer.h"
#include "vgui/Cursor.h"
#include "mapdecal.h"
#include "RenderUtils.h"
#include "tier0/icommandline.h"
#include "Manifest.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
#pragma warning(disable:4244)
// For debugging mouse messages
//static int _nMouseMove = 0;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Selection3D::Selection3D(void)
{
// The block tool uses our bounds as the default size when starting a new
// box. Set to reasonable defaults to begin with.
m_bIsLogicalTranslating = false;
m_bInLogicalBoxSelection = false;
m_bBoxSelection = false;
m_bEyedropper = false;
m_b3DEditMode = false;
m_bSelected = false;
m_bLButtonDown = false;
m_bLeftDragged = false;
m_bDrawAsSolidBox = false;
SetDrawFlags(Box3D::expandbox | Box3D::boundstext);
SetDrawColors(Options.colors.clrToolHandle, Options.colors.clrToolSelection);
m_clrLogicalBox = Options.colors.clrToolSelection;
m_vLDownLogicalClient.Init();
m_pSelection = NULL;
}
void Selection3D::Init( CMapDoc *pDocument )
{
Box3D::Init( pDocument );
m_pSelection = pDocument->GetSelection();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
Selection3D::~Selection3D(void)
{
}
//-----------------------------------------------------------------------------
// Purpose: Called when the tool is activated.
// Input : eOldTool - The ID of the previously active tool.
//-----------------------------------------------------------------------------
void Selection3D::OnActivate()
{
EnableHandles(true);
}
//-----------------------------------------------------------------------------
// Purpose: Called when the tool is deactivated.
// Input : eNewTool - The ID of the tool that is being activated.
//-----------------------------------------------------------------------------
void Selection3D::OnDeactivate()
{
EnableHandles(false);
}
//-----------------------------------------------------------------------------
// Purpose: Enables or disables the selection handles based on the current
// state of the tool.
//-----------------------------------------------------------------------------
void Selection3D::UpdateHandleState(void)
{
if ( !IsActiveTool() || m_pSelection->IsEditable() == false )
{
EnableHandles(false);
}
else
{
EnableHandles(true);
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pView - The view that invoked the eyedropper.
// VarList -
// Output :
//-----------------------------------------------------------------------------
GDinputvariable *Selection3D::ChooseEyedropperVar(CMapView *pView, CUtlVector<GDinputvariable *> &VarList)
{
//
// Build a popup menu containing all the variable names.
//
CMenu menu;
menu.CreatePopupMenu();
int nVarCount = VarList.Count();
for (int nVar = 0; nVar < nVarCount; nVar++)
{
GDinputvariable *pVar = VarList.Element(nVar);
menu.AppendMenu(MF_STRING, nVar + 1, pVar->GetLongName());
}
//
// Invoke the popup menu.
//
CPoint point;
GetCursorPos(&point);
int nID = menu.TrackPopupMenu(TPM_LEFTALIGN | TPM_LEFTBUTTON | TPM_NONOTIFY | TPM_RETURNCMD, point.x, point.y, NULL, NULL);
if (nID == 0)
{
return NULL;
}
return VarList.Element(nID - 1);
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pt -
// bValidOnly -
// Output : Returns the handle under the given point, -1 if there is none.
//-----------------------------------------------------------------------------
int Selection3D::HitTest(CMapView *pView, const Vector2D &ptClient, bool bTestHandles)
{
if (!IsEmpty())
{
return Box3D::HitTest(pView, ptClient, bTestHandles);
}
return FALSE;
}
bool Selection3D::HitTestLogical( CMapView *pView, const Vector2D &ptClient )
{
Vector2D vecLogicalMins, vecLogicalMaxs;
if ( !m_pSelection->GetLogicalBounds(vecLogicalMins, vecLogicalMaxs) )
return false;
// Build a rect from our bounds to hit test against.
Vector2D vecMinClient, vecMaxClient;
Vector vecMins( vecLogicalMins.x, vecLogicalMins.y, 0.0f );
Vector vecMaxs( vecLogicalMaxs.x, vecLogicalMaxs.y, 0.0f );
pView->WorldToClient( vecMinClient, vecMins );
pView->WorldToClient( vecMaxClient, vecMaxs );
CRect rect(vecMinClient.x, vecMinClient.y, vecMaxClient.x, vecMaxClient.y);
rect.NormalizeRect();
// See if the point lies within the main rect.
return rect.PtInRect( CPoint( ptClient.x, ptClient.y ) );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Selection3D::SetEmpty(void)
{
m_vTranslation.Init();
m_bIsTranslating = false;
m_pSelection->SelectObject(NULL,scClear);
UpdateSelectionBounds();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool Selection3D::IsEmpty(void)
{
return (m_bBoxSelection || m_pSelection->GetCount()) ? false : true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input :
//-----------------------------------------------------------------------------
void Selection3D::UpdateSelectionBounds( void )
{
if ( !m_pSelection->GetBounds( bmins, bmaxs ) )
{
ResetBounds();
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pt3 -
// Output : Returns TRUE on success, FALSE on failure.
//-----------------------------------------------------------------------------
bool Selection3D::StartBoxSelection( CMapView *pView, const Vector2D &vPoint, const Vector &vStart)
{
m_bBoxSelection = true;
Box3D::StartNew( pView, vPoint, vStart, Vector(0,0,0) );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Selection3D::EndBoxSelection()
{
m_pDocument->UpdateAllViews( MAPVIEW_UPDATE_TOOL | MAPVIEW_UPDATE_SELECTION );
m_bBoxSelection = false;
}
//-----------------------------------------------------------------------------
// Start, end logical selection
//-----------------------------------------------------------------------------
void Selection3D::StartLogicalBoxSelection( CMapViewLogical *pView, const Vector &vStart )
{
m_bInLogicalBoxSelection = true;
m_clrLogicalBox = RGB( 50, 255, 255 );
m_vecLogicalSelBoxMins = m_vecLogicalSelBoxMaxs = vStart.AsVector2D();
}
void Selection3D::EndLogicalBoxSelection( )
{
m_clrLogicalBox = Options.colors.clrToolSelection;
m_pDocument->UpdateAllViews( MAPVIEW_UPDATE_TOOL | MAPVIEW_UPDATE_SELECTION );
m_bInLogicalBoxSelection = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Selection3D::TransformSelection(void)
{
// Transform the selected objects.
const CMapObjectList *pSelList = m_pSelection->GetList();
for (int i = 0; i < pSelList->Count(); i++)
{
CMapClass *pobj = pSelList->Element(i);
pobj->Transform( GetTransformMatrix() );
}
m_pDocument->SetModifiedFlag();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Selection3D::TransformLogicalSelection( const Vector2D &vecTranslation )
{
// Transform the selected objects.
const CMapObjectList *pSelList = m_pSelection->GetList();
for (int i = 0; i < pSelList->Count(); i++)
{
CMapClass *pObj = pSelList->Element(i);
Vector2D vecNewPosition;
Vector2DAdd( pObj->GetLogicalPosition(), vecTranslation, vecNewPosition );
pObj->SetLogicalPosition( vecNewPosition );
}
// The transformation may have changed some entity properties (such as the "angles" key),
// so we must refresh the Object Properties dialog.
GetMainWnd()->pObjectProperties->MarkDataDirty();
}
//-----------------------------------------------------------------------------
// Purpose: Draws objects when they are selected. Odd, how this code is stuck
// in this obscure place, away from all the other 2D rendering code.
// Input : pobj - Object to draw.
// pSel -
// Output : Returns TRUE to keep enumerating.
//-----------------------------------------------------------------------------
static BOOL DrawObject(CMapClass *pobj, CRender *pRender)
{
if ( !pobj->IsVisible() )
return true;
// switch selection mode so transformed object is drawn normal
pobj->SetSelectionState( SELECT_NONE );
CRender2D *pRender2D = dynamic_cast<CRender2D*>(pRender);
if ( pRender2D )
pobj->Render2D(pRender2D);
CRender3D *pRender3D = dynamic_cast<CRender3D*>(pRender);
if ( pRender3D )
pobj->Render3D(pRender3D);
pobj->SetSelectionState( SELECT_MODIFY );
return TRUE;
}
static BOOL DrawObjectLogical( CMapClass *pObj, CRender2D *pRender2D )
{
if ( !pObj->IsVisibleLogical() )
return true;
// switch selection mode so transformed object is drawn normal
pObj->SetSelectionState( SELECT_NONE );
if ( pRender2D )
{
pObj->RenderLogical( pRender2D );
}
pObj->SetSelectionState( SELECT_MODIFY );
return TRUE;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pRender -
//-----------------------------------------------------------------------------
void Selection3D::RenderTool2D(CRender2D *pRender)
{
if ( !m_pSelection->IsEmpty() && IsTranslating() && !IsBoxSelecting() )
{
//
// Even if this is not the active tool, selected objects should be rendered
// with the selection color.
//
COLORREF clr = Options.colors.clrSelection;
pRender->SetDrawColor( GetRValue(clr), GetGValue(clr), GetBValue(clr) );
VMatrix matrix = GetTransformMatrix();
pRender->BeginLocalTransfrom( matrix );
const CMapObjectList *pSelList = m_pSelection->GetList();
for (int i = 0; i < pSelList->Count(); i++)
{
CMapClass *pobj = pSelList->Element(i);
DrawObject(pobj, pRender);
pobj->EnumChildren((ENUMMAPCHILDRENPROC)DrawObject, (DWORD)pRender);
}
pRender->EndLocalTransfrom();
}
else if ( !IsBoxSelecting() )
{
UpdateSelectionBounds();
}
Box3D::RenderTool2D(pRender);
}
//-----------------------------------------------------------------------------
// Render tool in visio view
//-----------------------------------------------------------------------------
void Selection3D::RenderToolLogical( CRender2D *pRender )
{
if ( !m_pSelection->IsEmpty() && m_bIsLogicalTranslating && !IsLogicalBoxSelecting() )
{
// Even if this is not the active tool, selected objects should be rendered
// with the selection color.
COLORREF clr = Options.colors.clrSelection;
pRender->SetDrawColor( GetRValue(clr), GetGValue(clr), GetBValue(clr) );
VMatrix matrix = GetTransformMatrix();
MatrixBuildTranslation( matrix, m_vLogicalTranslation.x, m_vLogicalTranslation.y, 0.0f );
pRender->BeginLocalTransfrom( matrix );
const CMapObjectList *pSelList = m_pSelection->GetList();
for (int i = 0; i < pSelList->Count(); i++)
{
CMapClass *pobj = pSelList->Element(i);
DrawObjectLogical(pobj, pRender);
pobj->EnumChildren((ENUMMAPCHILDRENPROC)DrawObjectLogical, (DWORD)pRender);
}
pRender->EndLocalTransfrom();
}
Vector2D vecLogicalMins, vecLogicalMaxs;
if ( IsLogicalBoxSelecting() )
{
vecLogicalMins = m_vecLogicalSelBoxMins;
vecLogicalMaxs = m_vecLogicalSelBoxMaxs;
}
else if ( !m_pSelection->GetLogicalBounds( vecLogicalMins, vecLogicalMaxs ) )
return;
Vector mins( vecLogicalMins.x, vecLogicalMins.y, 0.0f );
Vector maxs( vecLogicalMaxs.x, vecLogicalMaxs.y, 0.0f );
Assert( pRender );
pRender->PushRenderMode( RENDER_MODE_DOTTED );
pRender->SetDrawColor( GetRValue(Options.colors.clrToolDrag), GetGValue(Options.colors.clrToolDrag), GetBValue(Options.colors.clrToolDrag) );
pRender->DrawRectangle( mins, maxs, false, 2 );
pRender->PopRenderMode();
}
//-----------------------------------------------------------------------------
// Purpose: Renders a selection gizmo at our bounds center.
// Input : pRender -
//-----------------------------------------------------------------------------
void Selection3D::RenderTool3D(CRender3D *pRender)
{
const CMapObjectList *pSelList = m_pSelection->GetList();
if ( m_bDrawAsSolidBox )
{
// while picking draw Selection tool as solid box
// so we cant pick stuff behind it
if ( pSelList->Count() )
{
pRender->PushRenderMode( RENDER_MODE_FLAT );
pRender->BeginRenderHitTarget( pSelList->Element(0) );
pRender->RenderBox( bmins, bmaxs, 255,255,255, SELECT_NONE );
pRender->EndRenderHitTarget();
pRender->PopRenderMode();
}
return;
}
else if ( !m_pSelection->IsEmpty() && IsTranslating() && !IsBoxSelecting() )
{
//
// Even if this is not the active tool, selected objects should be rendered
// with the selection color.
//
COLORREF clr = Options.colors.clrSelection;
pRender->SetDrawColor( GetRValue(clr), GetGValue(clr), GetBValue(clr) );
VMatrix matrix = GetTransformMatrix();
pRender->BeginLocalTransfrom( matrix );
for (int i = 0; i < pSelList->Count(); i++)
{
CMapClass *pobj = pSelList->Element(i);
DrawObject(pobj, pRender);
pobj->EnumChildren((ENUMMAPCHILDRENPROC)DrawObject, (DWORD)pRender);
}
pRender->EndLocalTransfrom();
if ( m_pDocument->m_bShowGrid && m_b3DEditMode )
RenderTranslationPlane( pRender );
}
else if ( !IsBoxSelecting() )
{
UpdateSelectionBounds();
}
if ( m_b3DEditMode )
{
Box3D::RenderTool3D(pRender);
}
}
CBaseTool *Selection3D::GetToolObject( CMapView2D *pView, const Vector2D &vPoint, bool bAttach )
{
const CMapObjectList *pSelList = m_pSelection->GetList();
for (int i = 0; i < pSelList->Count(); i++)
{
CMapClass *pObject = pSelList->Element(i);
//
// Hit test against the object. nHitData will return with object-specific
// information about what was clicked on.
//
HitInfo_t HitData;
if ( pObject->HitTest2D(pView, vPoint, HitData) )
{
//
// They clicked on some part of the object. See if there is a
// tool associated with what we clicked on.
//
CBaseTool *pToolHit = HitData.pObject->GetToolObject(HitData.uData, bAttach );
if ( pToolHit != NULL )
{
return pToolHit;
}
}
}
return NULL;
}
CBaseTool *Selection3D::GetToolObjectLogical( CMapViewLogical *pView, const Vector2D &vPoint, bool bAttach )
{
const CMapObjectList *pSelList = m_pSelection->GetList();
for (int i = 0; i < pSelList->Count(); i++)
{
CMapClass *pObject = pSelList->Element(i);
//
// Hit test against the object. nHitData will return with object-specific
// information about what was clicked on.
//
HitInfo_t HitData;
if ( pObject->HitTestLogical(pView, vPoint, HitData) )
{
//
// They clicked on some part of the object. See if there is a
// tool associated with what we clicked on.
//
CBaseTool *pToolHit = HitData.pObject->GetToolObject(HitData.uData, bAttach );
if ( pToolHit != NULL )
{
return pToolHit;
}
}
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pView -
// point -
//-----------------------------------------------------------------------------
bool Selection3D::OnContextMenu2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint)
{
// First give any selected tool helpers a chance to handle the message.
// Don't hit test against tool helpers when shift is held down
// (beginning a Clone operation).
CBaseTool *pToolHit = GetToolObject( pView, vPoint, true );
if ( pToolHit )
{
return pToolHit->OnContextMenu2D(pView, nFlags, vPoint);
}
static CMenu menu, menuSelection;
static bool bInit = false;
if (!bInit)
{
bInit = true;
menu.LoadMenu(IDR_POPUPS);
menuSelection.Attach(::GetSubMenu(menu.m_hMenu, 0));
}
if ( !pView->PointInClientRect( vPoint ) )
return false;
if (!IsEmpty() && !IsBoxSelecting())
{
if ( HitTest(pView, vPoint, false) )
{
CPoint ptScreen( vPoint.x,vPoint.y);
pView->ClientToScreen(&ptScreen);
menuSelection.TrackPopupMenu(TPM_LEFTBUTTON | TPM_RIGHTBUTTON | TPM_LEFTALIGN, ptScreen.x, ptScreen.y, pView);
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pView -
// point -
//-----------------------------------------------------------------------------
bool Selection3D::OnContextMenuLogical(CMapViewLogical *pView, UINT nFlags, const Vector2D &vPoint)
{
// First give any selected tool helpers a chance to handle the message.
// Don't hit test against tool helpers when shift is held down
// (beginning a Clone operation).
CBaseTool *pToolHit = GetToolObjectLogical( pView, vPoint, true );
if ( pToolHit )
return pToolHit->OnContextMenuLogical(pView, nFlags, vPoint);
static CMenu menu, menuSelection;
static bool bInit = false;
if (!bInit)
{
bInit = true;
menu.LoadMenu(IDR_POPUPS);
menuSelection.Attach(::GetSubMenu(menu.m_hMenu, 8));
}
if ( !pView->PointInClientRect( vPoint ) )
return false;
if (!IsEmpty() && !IsLogicalBoxSelecting())
{
if ( HitTestLogical( pView, vPoint ) )
{
CPoint ptScreen( vPoint.x, vPoint.y );
pView->ClientToScreen(&ptScreen);
menuSelection.TrackPopupMenu(TPM_LEFTBUTTON | TPM_RIGHTBUTTON | TPM_LEFTALIGN, ptScreen.x, ptScreen.y, pView);
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Selection3D::SelectInBox(CMapDoc *pDoc, bool bInsideOnly)
{
BoundBox box(*this);
EndBoxSelection();
//
// Make selection box "infinite" in 0-depth axes, of which there
// should not be more than 1.
//
int countzero = 0;
for(int i = 0; i < 3; i++)
{
if (box.bmaxs[i] == box.bmins[i])
{
box.bmins[i] = -COORD_NOTINIT;
box.bmaxs[i] = COORD_NOTINIT;
++countzero;
}
}
if (countzero <= 1)
{
pDoc->SelectRegion(&box, bInsideOnly);
}
UpdateSelectionBounds();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Selection3D::SelectInLogicalBox(CMapDoc *pDoc, bool bInsideOnly)
{
Vector2D mins = m_vecLogicalSelBoxMins;
Vector2D maxs = m_vecLogicalSelBoxMaxs;
// Make selection box "infinite" in 0-depth axes, of which there
// should not be more than 1.
int countzero = 0;
for (int i = 0; i < 2; i++)
{
if (maxs[i] == mins[i])
{
mins[i] = -COORD_NOTINIT;
maxs[i] = COORD_NOTINIT;
++countzero;
}
}
if (countzero <= 1)
{
pDoc->SelectLogicalRegion( mins, maxs, bInsideOnly );
}
UpdateSelectionBounds();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Selection3D::NudgeObjects(CMapView *pView, int nChar, bool bSnap, bool bClone)
{
Vector vecDelta, vVert, vHorz, vThrd;
pView->GetBestTransformPlane( vHorz, vVert, vThrd );
m_pDocument->GetNudgeVector( vHorz, vVert, nChar, bSnap, vecDelta);
m_pDocument->NudgeObjects(vecDelta, bClone);
CMapView2DBase *pView2D = dynamic_cast<CMapView2DBase*>(pView);
if ( !pView2D )
return;
// Try to keep the selection fully in the view if it started that way.
bool bFullyVisible = pView2D->IsBoxFullyVisible(bmins, bmaxs);
// Make sure it can still fit entirely in the view after nudging and don't scroll the
// view if it can't. This second check is probably unnecessary, but it can't hurt,
// and there might be cases where the selection changes size after a nudge operation.
if (bFullyVisible && pView2D->CanBoxFitInView(bmins, bmaxs))
{
pView2D->LockWindowUpdate();
pView2D->EnsureVisible(bmins, 25);
pView2D->EnsureVisible(bmaxs, 25);
pView2D->UnlockWindowUpdate();
}
}
//-----------------------------------------------------------------------------
// Purpose: Handles key down events in the 2D view.
// Input : Per CWnd::OnKeyDown.
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool Selection3D::OnKeyDown2D(CMapView2D *pView, UINT nChar, UINT nRepCnt, UINT nFlags)
{
bool bShift = ((GetKeyState(VK_SHIFT) & 0x8000) != 0);
bool bCtrl = ((GetKeyState(VK_CONTROL) & 0x8000) != 0);
if (Options.view2d.bNudge && (nChar == VK_UP || nChar == VK_DOWN || nChar == VK_LEFT || nChar == VK_RIGHT))
{
if (!IsEmpty())
{
bool bSnap = m_pDocument->IsSnapEnabled() && !bCtrl;
NudgeObjects(pView, nChar, bSnap, bShift);
return true;
}
}
switch (nChar)
{
// TODO: do we want this here or in the view?
case VK_DELETE:
{
m_pDocument->OnCmdMsg(ID_EDIT_DELETE, CN_COMMAND, NULL, NULL);
break;
}
case VK_NEXT:
{
m_pDocument->OnCmdMsg(ID_EDIT_SELNEXT, CN_COMMAND, NULL, NULL);
break;
}
case VK_PRIOR:
{
m_pDocument->OnCmdMsg(ID_EDIT_SELPREV, CN_COMMAND, NULL, NULL);
break;
}
case VK_ESCAPE:
{
OnEscape(m_pDocument);
break;
}
case VK_RETURN:
{
if (IsBoxSelecting())
{
SelectInBox(m_pDocument, bShift);
UpdateHandleState();
}
break;
}
default:
{
return false;
}
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handles key down events in the logical view.
// Input : Per CWnd::OnKeyDown.
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool Selection3D::OnKeyDownLogical(CMapViewLogical *pView, UINT nChar, UINT nRepCnt, UINT nFlags)
{
bool bShift = ((GetKeyState(VK_SHIFT) & 0x8000) != 0);
bool bAlt = GetKeyState(VK_MENU) < 0;
/* FIXME
if ( Options.view2d.bNudge && ( nChar == VK_UP || nChar == VK_DOWN || nChar == VK_LEFT || nChar == VK_RIGHT ) )
{
if (!IsEmpty())
{
NudgeObjects2D(pView, nChar, !bCtrl, bShift);
return true;
}
}
*/
switch (nChar)
{
// TODO: do we want this here or in the view?
case VK_DELETE:
m_pDocument->OnCmdMsg(ID_EDIT_DELETE, CN_COMMAND, NULL, NULL);
break;
case VK_NEXT:
m_pDocument->OnCmdMsg( bAlt ? ID_EDIT_SELNEXT_CASCADING : ID_EDIT_SELNEXT, CN_COMMAND, NULL, NULL);
break;
case VK_PRIOR:
m_pDocument->OnCmdMsg( bAlt ? ID_EDIT_SELPREV_CASCADING : ID_EDIT_SELPREV, CN_COMMAND, NULL, NULL);
break;
case VK_ESCAPE:
OnEscape( m_pDocument );
break;
case VK_RETURN:
if ( m_bInLogicalBoxSelection )
{
EndLogicalBoxSelection( );
SelectInLogicalBox( m_pDocument, bShift );
}
break;
default:
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handles left button down events in the 2D view.
// Input : Per CWnd::OnLButtonDown.
// Output : Returns true if the message was handled, false if not.
//-----------------------------------------------------------------------------
bool Selection3D::OnLMouseDown2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint)
{
// First give any selected tool helpers a chance to handle the message.
// Don't hit test against tool helpers when shift is held down
// (beginning a Clone operation).
if (!(nFlags & MK_SHIFT))
{
CBaseTool *pToolHit = GetToolObject( pView, vPoint, true );
if (pToolHit)
{
// There is a tool. Attach the object to the tool and forward
// the message to the tool.
return pToolHit->OnLMouseDown2D(pView, nFlags, vPoint);
}
}
Tool3D::OnLMouseDown2D(pView, nFlags, vPoint);
m_bSelected = false;
if ( IsBoxSelecting() )
{
// if we click outside of the current selection box, remove old box
if ( !HitTest(pView, vPoint, true) )
{
EndBoxSelection();
}
}
if (nFlags & MK_CONTROL)
{
// add object under cursor to selection
m_bSelected = pView->SelectAt(vPoint, false, false);
UpdateHandleState();
}
else if ( IsEmpty() || !HitTest(pView,vPoint, true) )
{
// start new selection
m_TranslateMode = modeScale;
m_bSelected = pView->SelectAt(vPoint, true, false);
UpdateHandleState();
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Returns the constraints flags for the translation.
// Input : bDisableSnap -
// nKeyFlags -
//-----------------------------------------------------------------------------
unsigned int Selection3D::GetConstraints(unsigned int nKeyFlags)
{
unsigned int uConstraints = Tool3D::GetConstraints( nKeyFlags );
if ( m_TranslateMode==modeRotate )
{
// backwards capability, SHIFT turns snapping off during rotation
if ( (nKeyFlags & MK_SHIFT) || !Options.view2d.bRotateConstrain )
{
uConstraints = 0;
}
}
if ( uConstraints & constrainSnap )
{
if ( m_pSelection->GetCount() == 1)
{
CMapClass *pObject = m_pSelection->GetList()->Element(0);
if (pObject->ShouldSnapToHalfGrid())
{
uConstraints |= constrainHalfSnap;
}
}
}
return uConstraints;
}
//-----------------------------------------------------------------------------
// Purpose: Handles mouse move events in the 2D view.
// Input : Per CWnd::OnMouseMove.
// Output : Returns true if the message was handled, false if not.
//-----------------------------------------------------------------------------
bool Selection3D::OnMouseMove2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint)
{
Tool3D::OnMouseMove2D(pView, nFlags, vPoint);
bool IsEditable = m_pSelection->IsEditable();
vgui::HCursor hCursor = vgui::dc_arrow;
bool bCtrl = (GetAsyncKeyState(VK_CONTROL) & 0x8000);
unsigned int uConstraints = GetConstraints( nFlags);
// Convert to world coords.
Vector vecWorld;
pView->ClientToWorld(vecWorld, vPoint);
//
// Update status bar position display.
//
char szBuf[128];
sprintf(szBuf, " @%.0f, %.0f ", vecWorld[pView->axHorz], vecWorld[pView->axVert]);
SetStatusText(SBI_COORDS, szBuf);
//
// If we are currently dragging the selection (moving, scaling, rotating, or shearing)
// update that operation based on the current cursor position and keyboard state.
//
if ( IsTranslating() )
{
Tool3D::UpdateTranslation( pView, vPoint, uConstraints );
hCursor = vgui::dc_none;
}
//
// Else if we have just started dragging the selection, begin a new translation
//
else if ( m_bMouseDragged[MOUSE_LEFT] )
{
pView->SetCapture();
if ( IsEditable && !bCtrl && HitTest( pView, m_vMouseStart[MOUSE_LEFT], true) )
{
// we selected a handle - start translation the selection
StartTranslation( pView, m_vMouseStart[MOUSE_LEFT], m_LastHitTestHandle );
hCursor = UpdateCursor( pView, m_LastHitTestHandle, m_TranslateMode );
}
else if ( !m_bSelected )
{
// start new box selection if we didnt select an addition object
Vector ptOrg;
pView->ClientToWorld(ptOrg, m_vMouseStart[MOUSE_LEFT] );
// set best third axis value
ptOrg[pView->axThird] = COORD_NOTINIT;
m_pDocument->GetBestVisiblePoint(ptOrg);
if ( uConstraints & constrainSnap )
m_pDocument->Snap(ptOrg,uConstraints);
StartBoxSelection( pView, m_vMouseStart[MOUSE_LEFT], ptOrg );
EnableHandles(true);
}
}
else if (!IsEmpty())
{
//DBG("(%d) OnMouseMove2D: Selection NOT empty, update cursor\n", _nMouseMove);
//
// Just in case the selection set is not empty and "selection" hasn't received a left mouse click.
// (NOTE: this is gross, but unfortunately necessary (cab))
//
UpdateHandleState();
//
// If the cursor is on a handle, the cursor will be set by the HitTest code.
//
bool bFoundTool = false;
if ( GetToolObject( pView, vPoint, false ) )
{
// If they moused over an interactive handle, it should have set the cursor.
hCursor = vgui::dc_crosshair;
bFoundTool = true;
}
// If we haven't moused over any interactive handles contained in the object, see if the
// mouse is over one of the selection handles.
if ( IsEditable && !bFoundTool && HitTest(pView, vPoint, true) )
{
hCursor = UpdateCursor( pView, m_LastHitTestHandle, m_TranslateMode );
}
}
if ( hCursor != vgui::dc_none )
{
pView->SetCursor( hCursor );
}
return true;
}
void Selection3D::FinishTranslation(bool bSave, bool bClone )
{
const CMapObjectList *pSelList = m_pSelection->GetList();
// keep copy of current objects?
if ( bClone && (GetTranslateMode() == modeMove))
{
GetHistory()->MarkUndoPosition(pSelList, "Clone Objects");
m_pDocument->CloneObjects(*pSelList);
GetHistory()->KeepNew(pSelList);
}
else
{
GetHistory()->MarkUndoPosition(pSelList, "Translation");
GetHistory()->Keep(pSelList);
}
if ( bSave )
{
// transform selected objects
TransformSelection();
}
// finish the tool translation
Box3D::FinishTranslation( bSave );
if ( bSave )
{
// update selection bounds
UpdateSelectionBounds();
NotifyDuplicates(pSelList);
}
m_pSelection->SetSelectionState( SELECT_NORMAL );
}
void Selection3D::StartTranslation(CMapView *pView, const Vector2D &vPoint, const Vector &vHandleOrigin )
{
Vector refPoint;
Vector *pRefPoint = NULL;
// use single object origin as translation origin
if (m_pSelection->GetCount() == 1)
{
if ( vHandleOrigin.IsZero() || m_TranslateMode == modeRotate )
{
CMapEntity *pObject = (CMapEntity *)m_pSelection->GetList()->Element(0);
if ( pObject->IsMapClass(MAPCLASS_TYPE(CMapEntity)) && pObject->IsPlaceholder() )
{
// set entity origin as translation center
pObject->GetOrigin( refPoint );
pRefPoint = &refPoint;
}
}
}
// we selected a handle - start translation the selection
// If translating, redo our bounds temporarily to use the entity origins rather than their bounds
// so things will stay on the grid correctly.
Vector vCustomHandleBox[2];
Vector *pCustomHandleBox = NULL;
if ( vHandleOrigin.IsZero() )
{
pCustomHandleBox = vCustomHandleBox;
m_pSelection->GetBoundsForTranslation( vCustomHandleBox[0], vCustomHandleBox[1] );
}
Box3D::StartTranslation( pView, vPoint, vHandleOrigin, pRefPoint, pCustomHandleBox );
if ( !m_pSelection->IsEmpty() )
UpdateSelectionBounds();
m_pSelection->SetSelectionState( SELECT_MODIFY );
}
//-----------------------------------------------------------------------------
// Purpose: Handles left button up events in the 2D view.
// Input : Per CWnd::OnLButtonUp.
// Output : Returns true if the message was handled, false if not.
//-----------------------------------------------------------------------------
bool Selection3D::OnLMouseUp2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint)
{
bool bShift = nFlags & MK_SHIFT;
Tool3D::OnLMouseUp2D(pView, nFlags, vPoint);
bool IsEditable = m_pSelection->IsEditable();
if ( IsTranslating() )
{
// selecting stuff in box
if ( IsBoxSelecting() )
{
Box3D::FinishTranslation(true);
if (Options.view2d.bAutoSelect)
{
SelectInBox(m_pDocument, bShift);
UpdateHandleState();
}
}
else
{
FinishTranslation( true, bShift );
}
}
else if ( !m_bSelected && !m_pSelection->IsEmpty() )
{
if ( IsEditable && HitTest(pView, vPoint, false) )
{
ToggleTranslateMode();
UpdateCursor( pView, m_LastHitTestHandle, m_TranslateMode );
m_pDocument->UpdateAllViews( MAPVIEW_UPDATE_TOOL );
}
}
// we might have removed some stuff that was relevant:
m_pDocument->UpdateStatusbar();
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handles left button down events in the 2D view.
// Input : Per CWnd::OnLButtonDown.
// Output : Returns true if the message was handled, false if not.
//-----------------------------------------------------------------------------
bool Selection3D::OnLMouseDownLogical(CMapViewLogical *pView, UINT nFlags, const Vector2D &vPoint)
{
// First give any selected tool helpers a chance to handle the message.
// Don't hit test against tool helpers when shift is held down
// (beginning a Clone operation).
if (!(nFlags & MK_SHIFT))
{
CBaseTool *pToolHit = GetToolObjectLogical( pView, vPoint, true );
if (pToolHit)
{
// There is a tool. Attach the object to the tool and forward
// the message to the tool.
return pToolHit->OnLMouseDownLogical(pView, nFlags, vPoint);
}
}
m_bLButtonDown = true;
m_vLDownLogicalClient = vPoint;
pView->SetCapture();
m_bLeftDragged = false;
m_bSelected = false;
if ( m_bInLogicalBoxSelection )
{
EndLogicalBoxSelection( );
}
// If they weren't alt- or ctrl-clicking and we have a selection, if they clicked
// in the selection rectangle, maintain what we got.
bool bCtrlClick = (nFlags & MK_CONTROL) != 0;
bool bAltClick = GetKeyState(VK_MENU) < 0;
if ( !bAltClick && !bCtrlClick && !IsEmpty() )
{
if ( HitTestLogical( pView, vPoint ) )
return true;
}
if ( bAltClick )
{
m_bSelected = ( pView->SelectAtCascading( vPoint, !bCtrlClick ) == true );
return true;
}
m_bSelected = ( pView->SelectAt( vPoint, !bCtrlClick, false ) == true );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handles mouse move events in the 2D visio view.
// Input : Per CWnd::OnMouseMove.
// Output : Returns true if the message was handled, false if not.
//-----------------------------------------------------------------------------
bool Selection3D::OnMouseMoveLogical(CMapViewLogical *pView, UINT nFlags, const Vector2D &vPoint)
{
if ( m_bLButtonDown )
{
if ( !m_bLeftDragged )
{
// check if mouse was dragged if button is pressed down
Vector2D sizeDragged = vPoint - m_vLDownLogicalClient;
if ((abs(sizeDragged.x) > DRAG_THRESHHOLD) || (abs(sizeDragged.y) > DRAG_THRESHHOLD))
{
// If here, means we've dragged the mouse
m_bLeftDragged = true;
}
}
// Make sure the point is visible.
pView->ToolScrollToPoint( vPoint );
}
// Convert to world coords.
Vector2D vecWorld;
pView->ClientToWorld( vecWorld, vPoint );
// Update status bar position display.
char szBuf[128];
sprintf(szBuf, " @%.0f, %.0f ", vecWorld.x, vecWorld.y);
SetStatusText( SBI_COORDS, szBuf );
// If we are currently dragging the selection (moving)
// update that operation based on the current cursor position and keyboard state.
if ( m_bIsLogicalTranslating )
{
Vector2D vecTranslation;
Vector2DSubtract( vecWorld, m_vLastLogicalDragPoint, vecTranslation );
m_vLastLogicalDragPoint = vecWorld;
m_vLogicalTranslation += vecTranslation;
pView->UpdateView( MAPVIEW_UPDATE_TOOL );
return true;
}
if ( m_bInLogicalBoxSelection && (nFlags & MK_LBUTTON) )
{
Vector vecStartWorld;
pView->ClientToWorld( vecStartWorld, m_vLDownLogicalClient );
if ( vecWorld.x < vecStartWorld.x )
{
m_vecLogicalSelBoxMins.x = vecWorld.x;
m_vecLogicalSelBoxMaxs.x = vecStartWorld.x;
}
else
{
m_vecLogicalSelBoxMins.x = vecStartWorld.x;
m_vecLogicalSelBoxMaxs.x = vecWorld.x;
}
if ( vecWorld.y < vecStartWorld.y )
{
m_vecLogicalSelBoxMins.y = vecWorld.y;
m_vecLogicalSelBoxMaxs.y = vecStartWorld.y;
}
else
{
m_vecLogicalSelBoxMins.y = vecStartWorld.y;
m_vecLogicalSelBoxMaxs.y = vecWorld.y;
}
pView->UpdateView( MAPVIEW_UPDATE_TOOL );
return true;
}
// If we have just started dragging the selection, begin a new translation
if ( m_bLButtonDown && (nFlags & MK_LBUTTON) && m_bLeftDragged )
{
pView->SetCapture();
// Check to see if the point at which we started clicking lies within the selection region
if ( HitTestLogical( pView, m_vLDownLogicalClient ) )
{
pView->ClientToWorld( m_vLastLogicalDragPoint, m_vLDownLogicalClient );
m_vLogicalTranslation.Init();
m_bIsLogicalTranslating = true;
pView->SetCursor( vgui::dc_sizeall );
m_pSelection->SetSelectionState( SELECT_MODIFY );
}
else if ( !m_bSelected )
{
// We're doing a drag with the mouse down, and nothing is selected.
// Start a logical box selection
Vector ptOrg;
pView->ClientToWorld( ptOrg, m_vLDownLogicalClient );
StartLogicalBoxSelection( pView, ptOrg );
}
return true;
}
// If we are simply hovering over an object but the mouse isn't down, update the cursor.
vgui::HCursor hCursor = vgui::dc_arrow;
if ( !IsEmpty() )
{
// If the cursor is on a handle, the cursor will be set by the HitTest code.
bool bFoundTool = false;
if ( GetToolObjectLogical( pView, vPoint, false ) )
{
// If they moused over an interactive handle, it should have set the cursor.
hCursor = vgui::dc_crosshair;
bFoundTool = true;
}
// If we haven't moused over any interactive handles contained in the object, see if the
// mouse is over one of the selection handles.
if ( !bFoundTool && HitTestLogical(pView, vPoint) )
{
hCursor = vgui::dc_sizeall;
}
}
if ( hCursor != vgui::dc_none )
{
pView->SetCursor( hCursor );
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handles left button up events in the 2D view.
// Input : Per CWnd::OnLButtonUp.
// Output : Returns true if the message was handled, false if not.
//-----------------------------------------------------------------------------
bool Selection3D::OnLMouseUpLogical(CMapViewLogical *pView, UINT nFlags, const Vector2D &vPoint)
{
bool bShift = ((GetKeyState(VK_SHIFT) & 0x8000) != 0);
ReleaseCapture();
m_bLButtonDown = false;
const CMapObjectList *pSelList = m_pSelection->GetList();
// selecting stuff in box
if ( m_bInLogicalBoxSelection )
{
if ( Options.view2d.bAutoSelect )
{
EndLogicalBoxSelection( );
SelectInLogicalBox( m_pDocument, bShift );
}
m_pSelection->SetSelectionState( SELECT_NORMAL );
goto updateStatusBar;
}
if ( m_bIsLogicalTranslating )
{
// keep copy of current objects?
if ( nFlags & MK_SHIFT )
{
GetHistory()->MarkUndoPosition(pSelList, "Clone Objects");
m_pDocument->CloneObjects(*pSelList);
GetHistory()->KeepNew(pSelList);
}
else
{
GetHistory()->MarkUndoPosition(pSelList, "Logical Translation");
GetHistory()->Keep( pSelList );
}
TransformLogicalSelection( m_vLogicalTranslation );
// finish the tool translation
m_bIsLogicalTranslating = false;
// update selection bounds
UpdateSelectionBounds();
m_pDocument->SetModifiedFlag();
NotifyDuplicates( pSelList );
m_pSelection->SetSelectionState( SELECT_NORMAL );
goto updateStatusBar;
}
updateStatusBar:
// we might have removed some stuff that was relevant:
m_pDocument->UpdateStatusbar();
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handles key down events in the 3D view.
// Input : Per CWnd::OnKeyDown.
// Output : Returns true if the message was handled, false if not.
//-----------------------------------------------------------------------------
bool Selection3D::OnKeyDown3D(CMapView3D *pView, UINT nChar, UINT nRepCnt, UINT nFlags)
{
bool bShift = ((GetKeyState(VK_SHIFT) & 0x8000) != 0);
bool bCtrl = ((GetKeyState(VK_CONTROL) & 0x8000) != 0);
switch (nChar)
{
/*
dvs: The eyedropper is a somewhat failed experiment, an attempt to create a way to
quickly hook entities together. I think a dedicated connection tool with a more
rubber-band style UI might be more successful. Either that or relegate that work
to a Logical-style view.
case 'e':
case 'E':
{
m_bEyedropper = !m_bEyedropper;
if (m_bEyedropper)
{
SetEyedropperCursor();
}
else
{
SetCursor(AfxGetApp()->LoadStandardCursor(IDC_ARROW));
}
return true;
}
*/
#ifndef SDK_BUILD
case 'x':
case 'X':
{
m_b3DEditMode = !m_b3DEditMode;
pView->UpdateView( MAPVIEW_UPDATE_TOOL );
return true;
}
#endif
case VK_DELETE:
{
m_pDocument->OnCmdMsg(ID_EDIT_DELETE, CN_COMMAND, NULL, NULL);
return true;
}
case VK_ESCAPE:
{
OnEscape(m_pDocument);
return true;
}
}
if (Options.view2d.bNudge && (nChar == VK_UP || nChar == VK_DOWN || nChar == VK_LEFT || nChar == VK_RIGHT))
{
if (!IsEmpty())
{
bool bSnap = m_pDocument->IsSnapEnabled() && !bCtrl;
NudgeObjects(pView, nChar, bSnap, bShift);
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Handles double click events in the 3D view.
// Input : Per CWnd::OnLButtonDblClk.
// Output : Returns true if the message was handled, false if not.
//-----------------------------------------------------------------------------
bool Selection3D::OnLMouseDblClk3D(CMapView3D *pView, UINT nFlags, const Vector2D &vPoint)
{
if ( !m_pSelection->IsEmpty() )
{
if ( m_pSelection->GetCount() == 1 )
{
CMapClass *pObject = m_pSelection->GetList()->Element( 0 );
CManifestInstance *pManifestInstance = dynamic_cast< CManifestInstance * >( pObject );
if ( pManifestInstance )
{
CManifest *pManifest = CMapDoc::GetManifest();
if ( pManifest )
{
pManifest->SetPrimaryMap( pManifestInstance->GetManifestMap() );
return true;
}
}
}
GetMainWnd()->pObjectProperties->ShowWindow(SW_SHOW);
}
return true;
}
bool Selection3D::OnLMouseDblClkLogical(CMapViewLogical *pView, UINT nFlags, const Vector2D &vPoint)
{
if ( !m_pSelection->IsEmpty() )
{
GetMainWnd()->pObjectProperties->ShowWindow(SW_SHOW);
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pView -
// point -
//-----------------------------------------------------------------------------
void Selection3D::EyedropperPick2D(CMapView2D *pView, const Vector2D &vPoint)
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pView -
// point -
//-----------------------------------------------------------------------------
void Selection3D::EyedropperPick3D(CMapView3D *pView, const Vector2D &vPoint)
{
//
// We only want to do this if we have at least one entity selected.
//
if ( !m_pSelection->IsAnEntitySelected() )
{
MessageBox( NULL, "No entities are selected, so the eyedropper has nothing to assign to.", "No selected entities", MB_OK);
return;
}
//
// If they clicked on an entity, get the name of the entity they clicked on.
//
ULONG ulFace;
CMapClass *pClickObject = pView->NearestObjectAt( vPoint, ulFace);
if (pClickObject != NULL)
{
EyedropperPick(pView, pClickObject);
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : pObject -
//-----------------------------------------------------------------------------
void Selection3D::EyedropperPick(CMapView *pView, CMapClass *pObject)
{
//
// The eyedropper currently only supports clicking on entities.
// TODO: consider using this to fill out face lists if they click on a solid
//
CMapEntity *pEntity = FindEntityInTree(pObject);
if (pEntity == NULL)
{
// They clicked on something that is not an entity.
return;
}
//
// Get the name of the clicked on entity.
//
const char *pszClickName = NULL;
pszClickName = pEntity->GetKeyValue("targetname");
if (pszClickName == NULL)
{
//
// They clicked on an entity with no name.
//
MessageBox( NULL, "The chosen entity has no name.", "No name to pick", MB_OK );
return;
}
//
// Build a list of all the keyvalues in the selected entities that support the eyedropper.
//
CUtlVector<GDinputvariable *> VarList;
int nEntityCount = 0;
const CMapObjectList *pSelList = m_pSelection->GetList();
for (int i = 0; i < pSelList->Count(); i++)
{
pObject = pSelList->Element(i);
pEntity = dynamic_cast <CMapEntity *> (pObject);
if (pEntity != NULL)
{
nEntityCount++;
GDclass *pClass = pEntity->GetClass();
int nVarCount = pClass->GetVariableCount();
for (int nVar = 0; nVar < nVarCount; nVar++)
{
GDinputvariable *pVar = pClass->GetVariableAt(nVar);
if (pVar && ((pVar->GetType() == ivTargetDest) || (pVar->GetType() == ivTargetNameOrClass)))
{
VarList.AddToTail(pVar);
}
}
}
}
//
// Prompt for what keyvalue in the selected entities we are filling out.
//
int nCount = VarList.Count();
if (nCount <= 0)
{
//
// No selected entities have keys of the appropriate type, so there's nothing we can do.
//
MessageBox( NULL, "No selected entities have keyvalues that accept an entity name, so the eyedropper has nothing to assign to.", "No eligible keyvalues", MB_OK );
return;
}
//
// Determine the name of the key that we are filling out.
//
GDinputvariable *pVar = ChooseEyedropperVar(pView, VarList);
if (!pVar)
{
return;
}
const char *pszVarName = pVar->GetName();
if (!pszVarName)
{
return;
}
GetHistory()->MarkUndoPosition( pSelList, "Set Keyvalue");
//
// Apply the key to all selected entities with the chosen keyvalue.
//
for (int i = 0; i < pSelList->Count(); i++)
{
pObject = pSelList->Element(i);
pEntity = dynamic_cast <CMapEntity *> (pObject);
if (pEntity != NULL)
{
GDclass *pClass = pEntity->GetClass();
pVar = pClass->VarForName(pszVarName);
if (pVar && ((pVar->GetType() == ivTargetDest) || (pVar->GetType() == ivTargetNameOrClass)))
{
GetHistory()->Keep(pEntity);
pEntity->SetKeyValue(pszVarName, pszClickName);
}
}
}
CMapDoc *pDoc = pView->GetMapDoc();
if (pDoc != NULL)
{
pDoc->SetModifiedFlag();
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns the nearest CMapEntity object up the hierarchy from the
// given object.
// Input : pObject - Object to start from.
//-----------------------------------------------------------------------------
CMapEntity *Selection3D::FindEntityInTree(CMapClass *pObject)
{
do
{
CMapEntity *pEntity = dynamic_cast <CMapEntity *> (pObject);
if (pEntity != NULL)
{
return pEntity;
}
pObject = pObject->GetParent();
} while (pObject != NULL);
// No entity in this branch of the object tree.
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Handles left button down events in the 3D view.
// Input : Per CWnd::OnLButtonDown.
// Output : Returns true if the message was handled, false if not.
//-----------------------------------------------------------------------------
bool Selection3D::OnLMouseDown3D(CMapView3D *pView, UINT nFlags, const Vector2D &vPoint)
{
Tool3D::OnLMouseDown3D(pView, nFlags, vPoint);
m_bSelected = false;
//
// If they are holding down the eyedropper hotkey, do an eyedropper pick. The eyedropper fills out
// keyvalues in selected entities based on the object they clicked on.
//
if (m_bEyedropper)
{
EyedropperPick3D(pView, vPoint);
m_bEyedropper = false;
SetCursor(AfxGetApp()->LoadStandardCursor(IDC_ARROW));
return true;
}
if (nFlags & MK_CONTROL)
{
m_bSelected = pView->SelectAt(vPoint, false, false);;
UpdateHandleState();
}
else if ( m_b3DEditMode && HitTest(pView,vPoint, true) )
{
// if clicked on handles, never change selection
if ( !IsBoxSelecting() && m_LastHitTestHandle == vec3_origin )
{
// clicked somewhere on our selection tool but maybe something else is inbetween
HitInfo_t HitData;
m_bDrawAsSolidBox = true;
pView->ObjectsAt( vPoint, &HitData, 1 );
if ( HitData.pObject && !HitData.pObject->IsSelected() )
{
m_bSelected = pView->SelectAt(vPoint, true, false);
UpdateHandleState();
}
m_bDrawAsSolidBox = false;
pView->SetCursor( UpdateCursor( pView, m_LastHitTestHandle, m_TranslateMode ) );
}
}
else
{
m_TranslateMode = modeScale;
m_bSelected = pView->SelectAt(vPoint, true, false);
UpdateHandleState();
}
if ( m_bSelected && !m_b3DEditMode )
{
pView->BeginPick();
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handles left button up events in the 3D view.
// Input : Per CWnd::OnLButtonUp.
// Output : Returns true if the message was handled, false if not.
//-----------------------------------------------------------------------------
bool Selection3D::OnLMouseUp3D(CMapView3D *pView, UINT nFlags, const Vector2D &vPoint)
{
bool bShift = nFlags & MK_SHIFT;
Tool3D::OnLMouseUp3D(pView, nFlags, vPoint) ;
bool IsEditable = m_pSelection->IsEditable();
if ( IsTranslating() )
{
// selecting stuff in box
if ( IsBoxSelecting() )
{
Box3D::FinishTranslation(true);
if (Options.view2d.bAutoSelect)
{
SelectInBox(m_pDocument, bShift);
UpdateHandleState();
}
}
else
{
FinishTranslation( true, bShift );
}
}
else if ( m_b3DEditMode && !m_bSelected && !m_pSelection->IsEmpty() )
{
if ( IsEditable && HitTest(pView, vPoint, false) )
{
ToggleTranslateMode();
UpdateCursor( pView, m_LastHitTestHandle, m_TranslateMode );
m_pDocument->UpdateAllViews( MAPVIEW_UPDATE_TOOL );
}
}
pView->EndPick();
// we might have removed some stuff that was relevant:
m_pDocument->UpdateStatusbar();
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Handles mouse move events in the 3D view.
// Input : Per CWnd::OnMouseMove.
// Output : Returns true if the message was handled, false if not.
//-----------------------------------------------------------------------------
bool Selection3D::OnMouseMove3D(CMapView3D *pView, UINT nFlags, const Vector2D &vPoint)
{
Tool3D::OnMouseMove3D(pView, nFlags, vPoint);
bool IsEditable = m_pSelection->IsEditable();
vgui::HCursor hCursor = vgui::dc_arrow;
if ( m_bEyedropper )
{
SetEyedropperCursor();
}
//
// If we are currently dragging the selection (moving, scaling, rotating, or shearing)
// update that operation based on the current cursor position and keyboard state.
//
else if ( IsTranslating() )
{
unsigned int uConstraints = GetConstraints(nFlags);
//
// If they are dragging with a valid handle, update the views.
//
Tool3D::UpdateTranslation( pView, vPoint, uConstraints );
hCursor = vgui::dc_none;
}
//
// Else if we have just started dragging the selection, begin a new translation
//
else if ( m_b3DEditMode && m_bMouseDragged[MOUSE_LEFT] )
{
if ( IsEditable && HitTest( pView, m_vMouseStart[MOUSE_LEFT], true) )
{
// we selected a handle - start translation the selection
StartTranslation( pView, vPoint, m_LastHitTestHandle );
hCursor = UpdateCursor( pView, m_LastHitTestHandle, m_TranslateMode );
}
}
else if ( IsEditable && m_b3DEditMode && !IsEmpty() )
{
UpdateHandleState();
if ( HitTest(pView, vPoint, true) )
{
hCursor = UpdateCursor( pView, m_LastHitTestHandle, m_TranslateMode );
}
}
if ( hCursor != vgui::dc_none )
{
pView->SetCursor( hCursor );
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Sets the cursor to the eyedropper cursor.
//-----------------------------------------------------------------------------
void Selection3D::SetEyedropperCursor(void)
{
static HCURSOR hcurEyedropper = NULL;
if (!hcurEyedropper)
{
hcurEyedropper = LoadCursor(AfxGetInstanceHandle(), MAKEINTRESOURCE(IDC_EYEDROPPER));
}
SetCursor(hcurEyedropper);
}
//-----------------------------------------------------------------------------
// Purpose: Handles the escape key in the 2D or 3D views.
//-----------------------------------------------------------------------------
void Selection3D::OnEscape(CMapDoc *pDoc)
{
//
// If we're in eyedropper mode, go back to selection mode.
//
if (m_bEyedropper)
{
m_bEyedropper = false;
SetCursor(AfxGetApp()->LoadStandardCursor(IDC_ARROW));
}
//
// If we're box selecting, clear the box.
//
else if (IsBoxSelecting())
{
EndBoxSelection();
UpdateSelectionBounds();
}
//
// If we're logical box selecting, clear the box.
//
else if ( m_bInLogicalBoxSelection )
{
EndLogicalBoxSelection();
}
//
// If we're moving a brush, put it back.
//
else if (IsTranslating())
{
FinishTranslation(false,false);
}
//
// If we have a selection, deselect it.
//
else if (!IsEmpty())
{
SetEmpty();
}
}