Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//=============================================================================
#ifndef OVERLAYTRANS_H
#define OVERLAYTRANS_H
#pragma once
#include "utlvector.h"
#include "mathlib/vector.h"
#include "mathlib/vector2d.h"
#include "MapHelper.h"
class IEditorTexture;
class CHelperInfo;
class CMapEntity;
class CMapFace;
struct ShoreEntityData_t
{
IEditorTexture *m_pTexture;
Vector2D m_vecLengthTexcoord;
Vector2D m_vecWidthTexcoord;
float m_flWidths[2];
};
//=============================================================================
//
// Overlay Transition Entity Helper
//
class CMapOverlayTransition : public CMapHelper
{
public:
DECLARE_MAPCLASS(CMapOverlayTransition,CMapHelper)
CMapOverlayTransition();
~CMapOverlayTransition();
// Factory for building from a list of string parameters.
static CMapClass *Create( CHelperInfo *pInfo, CMapEntity *pParent );
// Virtual/Interface Implementation.
virtual void PostloadWorld( CMapWorld *pWorld );
void CalcBounds( BOOL bFullUpdate = FALSE );
virtual CMapClass *Copy( bool bUpdateDependencies );
virtual CMapClass *CopyFrom( CMapClass *pObject, bool bUpdateDependencies );
virtual void OnParentKeyChanged( const char* szKey, const char* szValue );
virtual void OnNotifyDependent( CMapClass *pObject, Notify_Dependent_t eNotifyType );
virtual void OnAddToWorld(CMapWorld *pWorld);
virtual void OnRemoveFromWorld(CMapWorld *pWorld, bool bNotifyChildren);
void DoTransform( const VMatrix& matrix );
void OnPaste( CMapClass *pCopy, CMapWorld *pSourceWorld, CMapWorld *pDestWorld,
const CMapObjectList &OriginalList, CMapObjectList &NewList);
void OnClone( CMapClass *pClone, CMapWorld *pWorld,
const CMapObjectList &OriginalList, CMapObjectList &NewList );
void OnUndoRedo( void );
bool OnApply( void );
void Render3D( CRender3D *pRender );
inline virtual bool IsVisualElement( void ) { return true; }
inline virtual bool ShouldRenderLast( void ) { return true; }
inline const char* GetDescription() { return ( "Overlay Transition" ); }
ChunkFileResult_t LoadVMF( CChunkFile *pFile );
ChunkFileResult_t SaveVMF( CChunkFile *pFile, CSaveInfo *pSaveInfo );
bool ShouldSerialize( void ) { return true; }
private:
bool BuildFaceCaches( void );
static ChunkFileResult_t OverlayDataCallback( CChunkFile *pFile, CMapDisp *pDisp );
static ChunkFileResult_t OverlayDataKeyCallback( const char *szKey, const char *szValue, CMapDisp *pDisp );
private:
bool m_bIsWater;
ShoreEntityData_t m_ShoreData;
CUtlVector<CMapFace*> m_aFaceCache1;
CUtlVector<CMapFace*> m_aFaceCache2;
int m_nShorelineId;
CUtlVector<CMapEntity*> m_aOverlayChildren;
bool m_bDebugDraw;
};
#endif // OVERLAYTRANS_H