Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef SELECTION3D_H
#define SELECTION3D_H
#ifdef _WIN32
#pragma once
#endif
#include "Box3D.h"
#include "MapClass.h" // For CMapObjectList
#include "ToolInterface.h"
#include "utlvector.h"
class CMapWorld;
class CMapView;
class CMapView2D;
class CMapView3D;
class GDinputvariable;
class CRender2D;
class Selection3D : public Box3D
{
public:
Selection3D();
~Selection3D();
void Init( CMapDoc *pDocument );
inline bool IsBoxSelecting();
inline bool IsLogicalBoxSelecting();
void EndBoxSelection();
// Start, end logical selection
void StartLogicalBoxSelection( CMapViewLogical *pView, const Vector &vStart );
void EndLogicalBoxSelection( );
// Tool3D implementation.
virtual void SetEmpty();
virtual bool IsEmpty();
//
// CBaseTool implementation.
//
virtual void OnActivate();
virtual void OnDeactivate();
virtual ToolID_t GetToolID() { return TOOL_POINTER; }
virtual bool OnContextMenu2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint);
virtual bool OnKeyDown2D(CMapView2D *pView, UINT nChar, UINT nRepCnt, UINT nFlags);
virtual bool OnLMouseDown2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint);
virtual bool OnLMouseUp2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint);
virtual bool OnMouseMove2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint);
virtual bool OnKeyDown3D(CMapView3D *pView, UINT nChar, UINT nRepCnt, UINT nFlags);
virtual bool OnLMouseDblClk3D(CMapView3D *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 OnMouseMove3D(CMapView3D *pView, UINT nFlags, const Vector2D &vPoint);
virtual void RenderTool2D(CRender2D *pRender);
virtual void RenderToolLogical(CRender2D *pRender);
virtual void RenderTool3D(CRender3D *pRender);
virtual bool OnContextMenuLogical(CMapViewLogical *pView, UINT nFlags, const Vector2D &vPoint);
virtual bool OnKeyDownLogical(CMapViewLogical *pView, UINT nChar, UINT nRepCnt, UINT nFlags);
virtual bool OnLMouseDownLogical(CMapViewLogical *pView, UINT nFlags, const Vector2D &vPoint);
virtual bool OnLMouseUpLogical(CMapViewLogical *pView, UINT nFlags, const Vector2D &vPoint);
virtual bool OnMouseMoveLogical(CMapViewLogical *pView, UINT nFlags, const Vector2D &vPoint);
virtual bool OnLMouseDblClkLogical(CMapViewLogical *pView, UINT nFlags, const Vector2D &vPoint);
void UpdateSelectionBounds();
bool m_bBoxSelection;
protected:
void TransformSelection();
void TransformLogicalSelection( const Vector2D &vecTranslation );
void FinishTranslation(bool bSave, bool bClone );
void StartTranslation(CMapView *pView, const Vector2D &vPoint, const Vector &vHandleOrigin );
bool StartBoxSelection( CMapView *pView, const Vector2D &vPoint, const Vector &vStart);
void UpdateHandleState();
virtual unsigned int GetConstraints(unsigned int nKeyFlags);
void NudgeObjects(CMapView *pView, int nChar, bool bSnap, bool bClone);
GDinputvariable *ChooseEyedropperVar(CMapView *pView, CUtlVector<GDinputvariable *> &VarList);
CMapEntity *FindEntityInTree(CMapClass *pObject);
void SelectInBox(CMapDoc *pDoc, bool bInsideOnly);
CBaseTool *GetToolObject( CMapView2D *pView, const Vector2D &ptScreen, bool bAttach );
CBaseTool *GetToolObjectLogical( CMapViewLogical *pView, const Vector2D &vPoint, bool bAttach );
void SetEyedropperCursor();
void EyedropperPick2D(CMapView2D *pView, const Vector2D &vPoint);
void EyedropperPick3D(CMapView3D *pView, const Vector2D &vPoint);
void EyedropperPick(CMapView *pView, CMapClass *pObject);
void OnEscape(CMapDoc *pDoc);
//
// Tool3D implementation.
//
virtual int HitTest(CMapView *pView, const Vector2D &pt, bool bTestHandles = false);
// Methods related to logical operations
void EyedropperPickLogical( CMapViewLogical *pView, const Vector2D &vPoint );
bool HitTestLogical( CMapView *pView, const Vector2D &ptClient );
void SelectInLogicalBox(CMapDoc *pDoc, bool bInsideOnly);
CSelection *m_pSelection; // the documents selection opject
bool m_bEyedropper; // True if we are holding down the eyedropper hotkey.
bool m_bSelected; // Did we select an object on left button down?
bool m_b3DEditMode; // editing mode in 3D on/off
bool m_bDrawAsSolidBox; // sometimes we want to render the tool bbox solid
// These are fields related to manipulation in logical views
Vector2D m_vLDownLogicalClient; // Logical client pos at which lbutton was pressed.
Vector2D m_vecLogicalSelBoxMins;
Vector2D m_vecLogicalSelBoxMaxs;
bool m_bInLogicalBoxSelection; // Are we doing box selection in the logical mode?
COLORREF m_clrLogicalBox; // The color of the logical box
Vector2D m_vLastLogicalDragPoint; // Last point at which we dragged (world coords)
Vector2D m_vLogicalTranslation;
bool m_bIsLogicalTranslating; // true while translation in logical view
bool m_bLButtonDown;
bool m_bLeftDragged;
};
//-----------------------------------------------------------------------------
// Are we in box selection?
//-----------------------------------------------------------------------------
inline bool Selection3D::IsBoxSelecting()
{
return m_bBoxSelection;
}
inline bool Selection3D::IsLogicalBoxSelecting()
{
return m_bInLogicalBoxSelection;
}
#endif // SELECTION3D_H