Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef DISPVIEW_H
#define DISPVIEW_H
#pragma once
//=============================================================================
#include "Render3D.h"
#include "Camera.h"
#include "Keyboard.h"
//=============================================================================
enum
{
FORWARD = 0,
STRAFE,
VERTICAL
};
//=============================================================================
class CDispView : public CMapView
{
DECLARE_DYNCREATE( CDispView )
public:
enum DispViewType_t
{
DISPVIEW_IMAGE = 0,
DISPVIEW_OUTLINED_IMAGE,
};
virtual ~CDispView();
void Render( void );
CMapDoc* GetDocument( void );
void Activate( BOOL bActivate );
void ToggleCameraMode( void );
void ProcessInput( void );
//{{AFX_VIRTUAL( CDispView )
public:
virtual void OnInitialUpdate();
protected:
virtual void OnDraw( CDC *pDC );
virtual BOOL PreCreateWindow( CREATESTRUCT &cs );
//}}AFX_VIRTUAL
protected:
CDispView();
CRender3D *m_pRender; // view renderer
CCamera *m_pCamera; // view camera
DispViewType_t m_eDispViewType; // type of displacement view
bool m_bCameraEnable; // view in camera mode
CKeyboard m_Keyboard; // handles binding of keys and mouse buttons to logical functions
DWORD m_TimeLastInputSample; // used for framerate-independent input processing.
float m_Speed[3]; // speed in world units/sec = forward, side-to-side, and up-down
float m_SpeedMax[3]; // max speed in world units/sec
float m_Accel[3]; // accel in world units/sec
bool m_bLMBDown; // is the left mouse button down?
bool m_bRMBDown; // is the right mouse button down?
void InitializeKeyMap( void );
void ProcessKeys( float elapsedTime );
void ProcessMovementKeys( float elapsedTime );
float Accelerate( float vel, float accel, float accelScale, float timeScale, float velMax);
void LockCursorInCenter( bool bLock );
void ApplyDispTool( UINT nFlags, CPoint point, bool bLMBDown );
bool OnSelection( UINT nFlags, CPoint point );
bool InitRenderer( void );
bool InitCamera( void );
bool AllocRenderer( void );
void FreeRenderer( void );
bool AllocCamera( void );
void FreeCamera( void );
#ifdef _DEBUG
virtual void AssertValid() const;
virtual void Dump( CDumpContext &dc ) const;
#endif
//{{AFX_MSG( CDispView )
afx_msg void OnChar( UINT nChar, UINT nRepCnt, UINT nFlags );
afx_msg BOOL OnEraseBkgnd( CDC *pDC );
afx_msg void OnKeyDown( UINT nChar, UINT nRepCnt, UINT nFlags );
afx_msg void OnKeyUp( UINT nChar, UINT nRepCnt, UINT nFlags );
afx_msg void OnLButtonDown( UINT nFlags, CPoint point );
afx_msg void OnLButtonUp( UINT nFlags, CPoint point );
afx_msg void OnMouseMove( UINT nFlags, CPoint point );
afx_msg void OnRButtonDown( UINT nFlags, CPoint point );
afx_msg void OnRButtonUp( UINT nFlags, CPoint point );
afx_msg void OnSize( UINT nType, int cx, int cy );
afx_msg BOOL OnSetCursor(CWnd* pWnd, UINT nHitTest, UINT message);
afx_msg void OnTimer(UINT nIDEvent);
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
inline CMapDoc *CDispView::GetDocument( void )
{
return( ( CMapDoc* )m_pDocument );
}
#endif // DISPVIEW_H