Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Default implementation for interface common to 2D and 3D views.
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "stdafx.h"
#include "MapDoc.h"
#include "MapView.h"
#include "History.h"
#include "mapsolid.h"
#include "camera.h"
#define MMNOMIXER
#include <mmsystem.h>
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
#pragma warning(disable:4244 4305)
//-----------------------------------------------------------------------------
// Purpose: Constructor, sets to inactive.
//-----------------------------------------------------------------------------
CMapView::CMapView(void)
{
m_bActive = false;
m_bUpdateView = false;
m_eDrawType = VIEW_INVALID;
m_pCamera = NULL;
m_dwTimeLastRender = 0;
m_nRenderedFrames = 0;
m_pToolManager = NULL;
}
bool CMapView::IsOrthographic()
{
return m_pCamera->IsOrthographic();
}
void CMapView::UpdateView( int nFlags )
{
m_bUpdateView = true;
if ( nFlags & MAPVIEW_RENDER_NOW )
{
RenderView();
}
}
void CMapView::ActivateView(bool bActivate)
{
if ( bActivate != m_bActive )
{
m_bActive = bActivate;
m_bUpdateView = true;
}
}
//-----------------------------------------------------------------------------
// Purpose: Recalculates framerate since the last call to this function and
// determines whether or not we are exceeding the framerate limit.
// Output : Returns true if we are beyond the framerate limit, false if not.
//-----------------------------------------------------------------------------
bool CMapView::ShouldRender()
{
DWORD dwTimeNow = timeGetTime();
if (m_dwTimeLastRender != 0)
{
DWORD dwTimeElapsed = dwTimeNow - m_dwTimeLastRender;
if ( dwTimeElapsed <= 0 )
return false;
float flFrameRate = (1000.0f / dwTimeElapsed);
if (flFrameRate > 100.0f)
{
// never update view faster then 100Hz
return false;
}
}
// update view if needed
if ( m_bUpdateView )
{
m_dwTimeLastRender = dwTimeNow;
m_nRenderedFrames++;
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : point - Point in client coordinates.
// bMakeFirst -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CMapView::SelectAt(const Vector2D &ptClient, bool bMakeFirst, bool bFace)
{
CMapDoc *pDoc = GetMapDoc();
CSelection *pSelection = pDoc->GetSelection();
const CMapObjectList *pSelList = pSelection->GetList();
pSelection->ClearHitList();
GetHistory()->MarkUndoPosition(pSelList, "Selection");
//
// Check all the objects in the world for a hit at this point.
//
HitInfo_t HitData[MAX_PICK_HITS];
int nHits = ObjectsAt(ptClient, HitData, MAX_PICK_HITS);
//
// If there were no hits at the given point, clear selection.
//
if ( nHits == 0 )
{
if (bMakeFirst)
{
pDoc->SelectFace(NULL, 0, scClear|scSaveChanges );
pDoc->SelectObject(NULL, scClear|scSaveChanges );
}
return false;
}
SelectMode_t eSelectMode = pSelection->GetMode();
for ( int i=0; i<nHits; i++ )
{
if ( HitData[i].pObject )
{
CMapClass *pSelObject = HitData[i].pObject->PrepareSelection( eSelectMode );
if (pSelObject)
{
pSelection->AddHit(pSelObject);
}
}
}
//
// If we're selecting faces, mark all faces on the first solid we hit.
//
if ( bFace )
{
const CMapObjectList *pList = pSelection->GetHitList();
FOR_EACH_OBJ( *pList, pos )
{
CMapClass *pObject = pList->Element(pos);
if (pObject->IsMapClass(MAPCLASS_TYPE(CMapSolid)))
{
pDoc->SelectFace((CMapSolid*)pObject, -1, scSelect | (bMakeFirst ? scClear : 0));
break;
}
}
return true;
}
//
// Select a single object.
//
if ( bMakeFirst )
{
pDoc->SelectFace(NULL, 0, scClear|scSaveChanges);
pDoc->SelectObject(NULL, scClear|scSaveChanges);
}
pSelection->SetCurrentHit(hitFirst);
return true;
}
void CMapView::BuildRay( const Vector2D &vView, Vector& vStart, Vector& vEnd )
{
m_pCamera->BuildRay( vView, vStart, vEnd );
}
const Vector &CMapView::GetViewAxis()
{
static Vector vForward;
m_pCamera->GetViewForward(vForward);
return vForward;
}