etqw-sdk/source/game/GameEdit.h

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __GAME_EDIT_H__
#define __GAME_EDIT_H__
#include "physics/Force_Drag.h"
/*
===============================================================================
Ingame cursor.
===============================================================================
*/
class idCursor3D : public idEntity {
public:
CLASS_PROTOTYPE( idCursor3D );
idCursor3D( void );
~idCursor3D( void );
void Spawn( void );
void Present( void );
void Think( void );
idForce_Drag drag;
idVec3 draggedPosition;
};
/*
===============================================================================
Allows entities to be dragged through the world with physics.
===============================================================================
*/
class idDragEntity {
public:
idDragEntity( void );
~idDragEntity( void );
void Clear();
void Update( idPlayer *player );
void SetSelected( idEntity *ent );
idEntity * GetSelected( void ) const { return selected.GetEntity(); }
void DeleteSelected( void );
void BindSelected( void );
void UnbindSelected( void );
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
idEntityPtr<idEntity> selected; // last dragged entity
void StopDrag( void );
};
/*
===============================================================================
Handles ingame entity editing.
===============================================================================
*/
typedef struct selectedTypeInfo_s {
idTypeInfo *typeInfo;
idStr textKey;
} selectedTypeInfo_t;
class idEditEntities {
public:
idEditEntities( void );
bool SelectEntity( const idVec3 &origin, const idVec3 &dir, const idEntity *skip );
void AddSelectedEntity( idEntity *ent );
void RemoveSelectedEntity( idEntity *ent );
void ClearSelectedEntities( void );
idList<idEntity *>& GetSelectedEntities( void );
void DisplayEntities( void );
bool EntityIsSelectable( idEntity *ent, idVec4 *color = NULL, idStr *text = NULL );
private:
int nextSelectTime;
idList<selectedTypeInfo_t> selectableEntityClasses;
idList<idEntity *> selectedEntities;
};
#endif /* !__GAME_EDIT_H__ */