Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TOOL3D_H
#define TOOL3D_H
#ifdef _WIN32
#pragma once
#endif
#include "MapAtom.h"
#include "ToolInterface.h"
class CMapDoc;
class CMapView;
class CRender;
#define inrange(a,minv,maxv) ((a) >= (minv) && (a) <= (maxv))
#pragma warning(disable: 4244)
#define DRAG_THRESHHOLD 2
#define HANDLE_OFFSET 6
class Tool3D : public CBaseTool
{
public:
Tool3D(void);
virtual int HitTest(CMapView *pView, const Vector2D &ptClient, bool bTestHandles = false) = 0;
int HitTest(CMapView *pView, const Vector &ptWorld, bool bTestHandles = false);
bool HitRect(CMapView *pView, const Vector2D &ptHit, const Vector &vecCenter, int extent );
int GetTransformationAxis(); // 0,1,2 or -1 if translation is not axis aligned
virtual unsigned int GetConstraints(unsigned int nKeyFlags);
// helper functions when transforming from a map view input
void StartTranslation( CMapView *pView, const Vector2D &vClickPoint, bool bUseDefaultPlane = true );
void ProjectTranslation( CMapView *pView, const Vector2D &vPoint, Vector &vTransform, int nFlags = 0);
void ProjectOnTranslationPlane( const Vector &vWorld, Vector &vTransform, int nFlags = 0 );
void SetTransformationPlane(const Vector &vOrigin, const Vector &vHorz, const Vector &vVert, const Vector &vNormal);
bool UpdateTranslation(CMapView *pView, const Vector2D &vPoint, UINT nFlags);
bool IsTranslating(void) { return m_bIsTranslating; }
virtual bool UpdateTranslation(const Vector &vUpdate, UINT flags);
virtual void TranslatePoint(Vector& vPos);
virtual void FinishTranslation(bool bSave);
virtual bool OnLMouseDown2D( CMapView2D *pView, UINT nFlags, const Vector2D &vPoint );
virtual bool OnLMouseUp2D( CMapView2D *pView, UINT nFlags, const Vector2D &vPoint );
virtual bool OnRMouseDown2D( CMapView2D *pView, UINT nFlags, const Vector2D &vPoint );
virtual bool OnRMouseUp2D( CMapView2D *pView, UINT nFlags, const Vector2D &vPoint );
virtual bool OnMouseMove2D( CMapView2D *pView, UINT nFlags, const Vector2D &vPoint );
virtual bool OnLMouseDown3D( CMapView3D *pView, UINT nFlags, const Vector2D &vPoint );
virtual bool OnLMouseUp3D( CMapView3D *pView, UINT nFlags, const Vector2D &vPoint );
virtual bool OnRMouseDown3D( CMapView3D *pView, UINT nFlags, const Vector2D &vPoint );
virtual bool OnRMouseUp3D( CMapView3D *pView, UINT nFlags, const Vector2D &vPoint );
virtual bool OnMouseMove3D( CMapView3D *pView, UINT nFlags, const Vector2D &vPoint );
void RenderTranslationPlane(CRender *pRender);
protected:
enum
{
MOUSE_LEFT = 0,
MOUSE_RIGHT = 1,
};
// each translation can use a translation plane
Vector m_vPlaneOrigin; // transformation plane origin
Vector m_vPlaneNormal; // transformation plane normal
Vector m_vPlaneHorz; // transformation plane horizontal axis
Vector m_vPlaneVert; // transformation plane vertical axis
Vector m_vTranslation; // relative translation vector on the translation plane
Vector m_vTranslationStart; // translation start point on translation plane
bool m_bIsTranslating; // true while translation
// 0 = left, 1 = right button
bool m_bMouseDown[2]; // True if mouse button is down, false if not.
bool m_bMouseDragged[2]; // Have they dragged the mouse with button down?
Vector2D m_vMouseStart[2]; // Client pos at which last mouse was pressed.
Vector2D m_vMousePos; // last know mouse pos
};
#endif // TOOL3D_H