doom3-bfg/neo/d3xp/GameEdit.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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
{
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public:
CLASS_PROTOTYPE( idCursor3D );
idCursor3D();
~idCursor3D();
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void Spawn();
void Present();
void Think();
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idForce_Drag drag;
idVec3 draggedPosition;
};
/*
===============================================================================
Allows entities to be dragged through the world with physics.
===============================================================================
*/
class idDragEntity
{
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public:
idDragEntity();
~idDragEntity();
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void Clear();
void Update( idPlayer* player );
void SetSelected( idEntity* ent );
idEntity* GetSelected() const
{
return selected.GetEntity();
}
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void DeleteSelected();
void BindSelected();
void UnbindSelected();
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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
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idEntityPtr<idEntity> selected; // last dragged entity
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void StopDrag();
};
/*
===============================================================================
Handles ingame entity editing.
===============================================================================
*/
typedef struct selectedTypeInfo_s
{
idTypeInfo* typeInfo;
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idStr textKey;
} selectedTypeInfo_t;
class idEditEntities
{
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public:
idEditEntities();
bool SelectEntity( const idVec3& origin, const idVec3& dir, const idEntity* skip );
void AddSelectedEntity( idEntity* ent );
void RemoveSelectedEntity( idEntity* ent );
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void ClearSelectedEntities();
void DisplayEntities();
bool EntityIsSelectable( idEntity* ent, idVec4* color = NULL, idStr* text = NULL );
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private:
int nextSelectTime;
idList<selectedTypeInfo_t> selectableEntityClasses;
idList<idEntity*> selectedEntities;
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};
#endif /* !__GAME_EDIT_H__ */