2011-11-22 21:28:15 +00:00
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/*
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===========================================================================
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Doom 3 GPL Source Code
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2011-12-06 18:20:15 +00:00
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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2011-11-22 21:28:15 +00:00
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2011-12-06 16:14:59 +00:00
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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2011-11-22 21:28:15 +00:00
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __GAME_EDIT_H__
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#define __GAME_EDIT_H__
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/*
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===============================================================================
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Ingame cursor.
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===============================================================================
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*/
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class idCursor3D : public idEntity {
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public:
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CLASS_PROTOTYPE( idCursor3D );
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idCursor3D( void );
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~idCursor3D( void );
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void Spawn( void );
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void Present( void );
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void Think( void );
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idForce_Drag drag;
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idVec3 draggedPosition;
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};
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/*
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===============================================================================
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Allows entities to be dragged through the world with physics.
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===============================================================================
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*/
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class idDragEntity {
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public:
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idDragEntity( void );
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~idDragEntity( void );
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void Clear();
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void Update( idPlayer *player );
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void SetSelected( idEntity *ent );
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idEntity * GetSelected( void ) const { return selected.GetEntity(); }
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void DeleteSelected( void );
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void BindSelected( void );
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void UnbindSelected( void );
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private:
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idEntityPtr<idEntity> dragEnt; // entity being dragged
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jointHandle_t joint; // joint being dragged
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int id; // id of body being dragged
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idVec3 localEntityPoint; // dragged point in entity space
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idVec3 localPlayerPoint; // dragged point in player space
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idStr bodyName; // name of the body being dragged
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idCursor3D * cursor; // cursor entity
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idEntityPtr<idEntity> selected; // last dragged entity
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void StopDrag( void );
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};
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/*
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===============================================================================
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Handles ingame entity editing.
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===============================================================================
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*/
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typedef struct selectedTypeInfo_s {
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idTypeInfo *typeInfo;
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idStr textKey;
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} selectedTypeInfo_t;
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class idEditEntities {
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public:
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idEditEntities( void );
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bool SelectEntity( const idVec3 &origin, const idVec3 &dir, const idEntity *skip );
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void AddSelectedEntity( idEntity *ent );
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void RemoveSelectedEntity( idEntity *ent );
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void ClearSelectedEntities( void );
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void DisplayEntities( void );
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bool EntityIsSelectable( idEntity *ent, idVec4 *color = NULL, idStr *text = NULL );
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private:
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int nextSelectTime;
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idList<selectedTypeInfo_t> selectableEntityClasses;
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idList<idEntity *> selectedEntities;
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};
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#endif /* !__GAME_EDIT_H__ */
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