Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "stdafx.h"
#include "History.h"
#include "MainFrm.h" // For ObjectProperties
#include "MapDoc.h"
#include "MapSweptPlayerHull.h"
#include "MapPointHandle.h"
#include "MapView2D.h"
#include "Render2D.h"
#include "StatusBarIDs.h" // For SetStatusText
#include "ToolManager.h"
#include "ToolSweptHull.h"
#include "ToolPointHandle.h"
#include "Selection.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CToolSweptPlayerHull::CToolSweptPlayerHull(void)
{
m_pSweptHull = NULL;
m_nPointIndex = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Attaches the point to the tool for manipulation.
//-----------------------------------------------------------------------------
void CToolSweptPlayerHull::Attach(CMapSweptPlayerHull *pSweptHull, int nPointIndex)
{
if ((pSweptHull != NULL) && (nPointIndex < 2))
{
m_pSweptHull = pSweptHull;
m_nPointIndex = nPointIndex;
}
}
//-----------------------------------------------------------------------------
// 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 CToolSweptPlayerHull::OnLMouseDown2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint)
{
//
// Activate this tool and start dragging the swept hull endpoint.
//
ToolManager()->PushTool(TOOL_SWEPT_HULL);
pView->SetCapture();
CMapDoc *pDoc = pView->GetMapDoc();
GetHistory()->MarkUndoPosition(pDoc->GetSelection()->GetList(), "Modify Swept Hull");
GetHistory()->Keep(m_pSweptHull);
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 CToolSweptPlayerHull::OnLMouseUp2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint)
{
// dvsFIXME: do we need to update the point here?
ToolManager()->PopTool();
ReleaseCapture();
CMapDoc *pDoc = pView->GetMapDoc();
pDoc->UpdateAllViews( MAPVIEW_UPDATE_TOOL );
return true;
}
//-----------------------------------------------------------------------------
// 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 CToolSweptPlayerHull::OnMouseMove2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint)
{
//
// Make sure the point is visible.
//
pView->ToolScrollToPoint(vPoint);
//
// Snap the point to half the grid size. Do this so that we can always center
// the hull even on odd-width objects.
//
Vector vecWorld;
pView->ClientToWorld(vecWorld, vPoint);
CMapDoc *pDoc = pView->GetMapDoc();
pDoc->Snap(vecWorld, 0);
//
// Move to the snapped position.
//
Vector vecPos[2];
m_pSweptHull->GetEndPoint(vecPos[m_nPointIndex], m_nPointIndex);
vecPos[m_nPointIndex][pView->axHorz] = vecWorld[pView->axHorz];
vecPos[m_nPointIndex][pView->axVert] = vecWorld[pView->axVert];
m_pSweptHull->UpdateEndPoint(vecPos[m_nPointIndex], m_nPointIndex);
int nOtherIndex = (m_nPointIndex == 0);
m_pSweptHull->GetEndPoint(vecPos[nOtherIndex], nOtherIndex);
//
// Update the status bar and the views.
//
char szBuf[128];
sprintf(szBuf, " (%.0f %.0f %0.f) ", vecPos[m_nPointIndex][0], vecPos[m_nPointIndex][1], vecPos[m_nPointIndex][2]);
SetStatusText(SBI_COORDS, szBuf);
pDoc->UpdateAllViews( MAPVIEW_UPDATE_TOOL );
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Renders the tool in the 2D view.
// Input : pRender - The interface to use for rendering.
//-----------------------------------------------------------------------------
void CToolSweptPlayerHull::RenderTool2D(CRender2D *pRender)
{
SelectionState_t eState = m_pSweptHull->SetSelectionState(SELECT_MODIFY, m_nPointIndex);
m_pSweptHull->Render2D(pRender);
m_pSweptHull->SetSelectionState(eState);
}