97 lines
2.6 KiB
C
97 lines
2.6 KiB
C
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// Copyright (C) 2007 Id Software, Inc.
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//
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#ifndef __GAME_EDIT_H__
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#define __GAME_EDIT_H__
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#include "physics/Force_Drag.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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idList<idEntity *>& GetSelectedEntities( 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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