/* =========================================================================== 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. =========================================================================== */ #if !defined(AFX_CAMWND_H__44B4BA03_781B_11D1_B53C_00AA00A410FC__INCLUDED_) #define AFX_CAMWND_H__44B4BA03_781B_11D1_B53C_00AA00A410FC__INCLUDED_ #if _MSC_VER >= 1000 #pragma once #endif // _MSC_VER >= 1000 typedef enum { cd_wire, cd_solid, cd_texture, cd_light, cd_blend } camera_draw_mode; typedef struct { int width, height; idVec3 origin; idAngles angles; camera_draw_mode draw_mode; idVec3 color; // background idVec3 forward, right, up; // move matrix idVec3 vup, vpn, vright; // view matrix } camera_t; ///////////////////////////////////////////////////////////////////////////// // CCamWnd window class CXYWnd; class CCamWnd : public CWnd { DECLARE_DYNCREATE(CCamWnd); // Construction public: CCamWnd(); // Attributes public: // Operations public: // Overrides // ClassWizard generated virtual function overrides //{{AFX_VIRTUAL(CCamWnd) protected: virtual BOOL PreCreateWindow(CREATESTRUCT& cs); //}}AFX_VIRTUAL // Implementation public: void ShiftTexture_BrushPrimit(face_t *f, int x, int y); CXYWnd* m_pXYFriend; void SetXYFriend(CXYWnd* pWnd); virtual ~CCamWnd(); camera_t& Camera(){return m_Camera;}; void Cam_MouseControl(float dtime); void Cam_ChangeFloor(bool up); void BuildRendererState(); void ToggleRenderMode(); void ToggleRebuildMode(); void ToggleEntityMode(); void ToggleSelectMode(); void ToggleAnimationMode(); void ToggleSoundMode(); void SetProjectionMatrix(); void UpdateCameraView(); void BuildEntityRenderState( entity_t *ent, bool update ); bool GetRenderMode() { return renderMode; } bool GetRebuildMode() { return rebuildMode; } bool GetEntityMode() { return entityMode; } bool GetAnimationMode() { return animationMode; } bool GetSelectMode() { return selectMode; } bool GetSoundMode() { return soundMode; } bool UpdateRenderEntities(); void MarkWorldDirty(); void SetView( const idVec3 &origin, const idAngles &angles ) { m_Camera.origin = origin; m_Camera.angles = angles; } protected: void Cam_Init(); void Cam_BuildMatrix(); void Cam_PositionDrag(); void Cam_MouseLook(); void Cam_MouseDown(int x, int y, int buttons); void Cam_MouseUp (int x, int y, int buttons); void Cam_MouseMoved (int x, int y, int buttons); void InitCull(); bool CullBrush (brush_t *b, bool cubicOnly); void Cam_Draw(); void Cam_Render(); // game renderer interaction qhandle_t worldModelDef; idRenderModel *worldModel; // createRawModel of the brush and patch geometry bool worldDirty; bool renderMode; bool rebuildMode; bool entityMode; bool selectMode; bool animationMode; bool soundMode; void FreeRendererState(); void UpdateCaption(); bool BuildBrushRenderData(brush_t *brush); void DrawEntityData(); camera_t m_Camera; int m_nCambuttonstate; CPoint m_ptButton; CPoint m_ptCursor; CPoint m_ptLastCursor; face_t* m_pSide_select; idVec3 m_vCull1; idVec3 m_vCull2; int m_nCullv1[3]; int m_nCullv2[3]; bool m_bClipMode; idVec3 saveOrg; idAngles saveAng; bool saveValid; // Generated message map functions protected: void OriginalMouseDown(UINT nFlags, CPoint point); void OriginalMouseUp(UINT nFlags, CPoint point); //{{AFX_MSG(CCamWnd) afx_msg void OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags); afx_msg void OnPaint(); afx_msg void OnDestroy(); afx_msg void OnClose(); afx_msg void OnMouseMove(UINT nFlags, CPoint point); afx_msg void OnLButtonDown(UINT nFlags, CPoint point); afx_msg void OnLButtonUp(UINT nFlags, CPoint point); afx_msg void OnMButtonDown(UINT nFlags, CPoint point); afx_msg void OnMButtonUp(UINT nFlags, CPoint point); afx_msg void OnRButtonDown(UINT nFlags, CPoint point); afx_msg void OnRButtonUp(UINT nFlags, CPoint point); afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct); afx_msg void OnSize(UINT nType, int cx, int cy); afx_msg void OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags); afx_msg void OnTimer(UINT nIDEvent); //}}AFX_MSG DECLARE_MESSAGE_MAP() }; ///////////////////////////////////////////////////////////////////////////// //{{AFX_INSERT_LOCATION}} // Microsoft Developer Studio will insert additional declarations immediately before the previous line. #endif // !defined(AFX_CAMWND_H__44B4BA03_781B_11D1_B53C_00AA00A410FC__INCLUDED_)