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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #ifndef __GAME_EDIT_H__
- #define __GAME_EDIT_H__
- /*
- ===============================================================================
- Ingame cursor.
- ===============================================================================
- */
- class idCursor3D : public idEntity {
- public:
- CLASS_PROTOTYPE( idCursor3D );
- idCursor3D( void );
- ~idCursor3D( void );
- void Spawn( void );
- void Present( void );
- void Think( void );
- idForce_Drag drag;
- idVec3 draggedPosition;
- };
- /*
- ===============================================================================
- Allows entities to be dragged through the world with physics.
- ===============================================================================
- */
- class idDragEntity {
- public:
- idDragEntity( void );
- ~idDragEntity( void );
- void Clear();
- void Update( idPlayer *player );
- void SetSelected( idEntity *ent );
- idEntity * GetSelected( void ) const { return selected.GetEntity(); }
- void DeleteSelected( void );
- void BindSelected( void );
- void UnbindSelected( void );
- private:
- idEntityPtr<idEntity> dragEnt; // entity being dragged
- jointHandle_t joint; // joint being dragged
- int id; // id of body being dragged
- idVec3 localEntityPoint; // dragged point in entity space
- idVec3 localPlayerPoint; // dragged point in player space
- idStr bodyName; // name of the body being dragged
- idCursor3D * cursor; // cursor entity
- idEntityPtr<idEntity> selected; // last dragged entity
- void StopDrag( void );
- };
- /*
- ===============================================================================
- Handles ingame entity editing.
- ===============================================================================
- */
- typedef struct selectedTypeInfo_s {
- idTypeInfo *typeInfo;
- idStr textKey;
- } selectedTypeInfo_t;
- class idEditEntities {
- public:
- idEditEntities( void );
- bool SelectEntity( const idVec3 &origin, const idVec3 &dir, const idEntity *skip );
- void AddSelectedEntity( idEntity *ent );
- void RemoveSelectedEntity( idEntity *ent );
- void ClearSelectedEntities( void );
- void DisplayEntities( void );
- bool EntityIsSelectable( idEntity *ent, idVec4 *color = NULL, idStr *text = NULL );
- private:
- int nextSelectTime;
- idList<selectedTypeInfo_t> selectableEntityClasses;
- idList<idEntity *> selectedEntities;
- };
- #endif /* !__GAME_EDIT_H__ */
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