/* =========================================================================== 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 . 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 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 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 selectableEntityClasses; idList selectedEntities; }; #endif /* !__GAME_EDIT_H__ */