gtkradiant/contrib/bobtoolz/DEntity.h
spog 6ee91d153e refactored plugin api; refactored callback library; added signals library
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@44 8a3a26a2-13c4-0310-b231-cf6edde360e5
2006-04-09 17:15:13 +00:00

125 lines
3.8 KiB
C++

/*
BobToolz plugin for GtkRadiant
Copyright (C) 2001 Gordon Biggans
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library 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
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
// DEntity.h: interface for the DEntity class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_DENTITY_H__35B2C523_F0A7_11D4_ACF7_004095A18133__INCLUDED_)
#define AFX_DENTITY_H__35B2C523_F0A7_11D4_ACF7_004095A18133__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include <list>
#include "str.h"
#include "mathlib.h"
class DEPair;
class DBrush;
class DPlane;
class DPatch;
class Entity;
namespace scene
{
class Node;
}
class _QERFaceData;
class DEntity
{
public:
void RemoveFromRadiant();
scene::Node* QER_Entity;
int m_nID;
// Constrcution/Destruction
DEntity(const char* classname = "worldspawn", int ID = -1); // sets classname
virtual ~DEntity();
// ---------------------------------------------
// epair functions........
void LoadEPairList(Entity* epl);
void AddEPair(const char* key, const char* value);
void ClearEPairs();
DEPair* FindEPairByKey(const char* keyname);
// ---------------------------------------------
// random functions........
bool ResetTextures(const char* textureName, float fScale[2], float fShift[2], int rotation, const char* newTextureName, int bResetTextureName, int bResetScale[2], int bResetShift[2], int bResetRotation, bool rebuild);
void SaveToFile(FILE* pFile);
void SetClassname(const char* classname);
int GetIDMax();
void BuildInRadiant(bool allowDestruction);
void ResetChecks(std::list<Str>* exclusionList);
void RemoveNonCheckBrushes(std::list<Str>* exclusionList, bool useDetail);
DPlane* AddFaceToBrush(vec3_t va, vec3_t vb, vec3_t vc, _QERFaceData* faceData, int ID); // slow, try not to use much
int GetBrushCount( void );
DBrush* FindBrushByPointer( scene::Node& brush );
// ---------------------------------------------
// bool list functions
void SelectBrushes(bool* selectList);
bool* BuildDuplicateList();
bool* BuildIntersectList();
// ---------------------------------------------
// brush operations
void ClearBrushes(); // clears brush list and frees memory for brushes
DBrush* GetBrushForID(int ID);
DBrush* NewBrush(int ID = -1);
// ---------------------------------------------
// patch operations
void ClearPatches();
DPatch* NewPatch();
// ---------------------------------------------
// vars
std::list<DEPair*> epairList;
std::list<DBrush*> brushList;
// new patches, wahey!!!
std::list<DPatch*> patchList;
Str m_Classname;
// ---------------------------------------------
int FixBrushes();
bool LoadFromEntity(scene::Node& ent, bool bLoadPatches = false);
void LoadSelectedBrushes();
void LoadSelectedPatches();
bool LoadFromPrt(char* filename);
// ---------------------------------------------
void SpawnString(const char* key, const char* defaultstring, const char** out);
void SpawnInt(const char* key, const char* defaultstring, int* out);
void SpawnFloat(const char* key, const char* defaultstring, float* out);
void SpawnVector(const char* key, const char* defaultstring, vec_t* out);
};
#endif // !defined(AFX_DENTITY_H__35B2C523_F0A7_11D4_ACF7_004095A18133__INCLUDED_)