dhewm3/neo/tools/radiant/CamWnd.h

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/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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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.
===========================================================================
*/
#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
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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_PTR nIDEvent);
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//}}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_)