Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef OVERLAY3D_H
#define OVERLAY3D_H
#pragma once
#include <afxwin.h>
#include "Box3D.h"
#include "ToolInterface.h"
#include "MapOverlay.h"
class CMapDoc;
struct Shoreline_t;
class CToolOverlay : public Box3D
{
public:
//=========================================================================
//
// Constructur/Destructor
//
CToolOverlay();
~CToolOverlay();
//=========================================================================
//
// CBaseTool virtual implementations
//
ToolID_t GetToolID( void ) { return TOOL_OVERLAY; }
void OnActivate();
void OnDeactivate();
bool OnLMouseUp3D( CMapView3D *pView, UINT nFlags, const Vector2D &vPoint );
bool OnLMouseDown3D( CMapView3D *pView, UINT nFlags, const Vector2D &vPoint );
bool OnMouseMove3D( CMapView3D *pView, UINT nFlags, const Vector2D &vPoint );
bool OnContextMenu2D( CMapView2D *pView, UINT nFlags, const Vector2D &vPoint );
void RenderTool3D(CRender3D *pRender);
protected:
bool UpdateTranslation( const Vector &vUpdate, UINT = 0 );
private:
bool HandleSelection( CMapView *pView, const Vector2D &vPoint );
void OverlaySelection( CMapView3D *pView, UINT nFlags, const Vector2D &vPoint );
bool CreateOverlay( CMapSolid *pSolid, ULONG iFace, CMapView3D *pView, Vector2D point );
void InitOverlay( CMapEntity *pEntity, CMapFace *pFace );
void OnDrag( Vector const &vecRayStart, Vector const &vecRayEnd, bool bShift );
void PreDrag( void );
void PostDrag( void );
void SetupHandleDragUndo( void );
void HandlesReset( void );
void SnapHandle( Vector &vecHandlePt );
bool HandleInBBox( CMapOverlay *pOverlay, Vector const &vecHandlePt );
bool HandleSnap( CMapOverlay *pOverlay, Vector &vecHandlePt );
private:
bool m_bDragging; // Are we dragging overlay handles?
Shoreline_t *m_pShoreline; //
CMapOverlay *m_pActiveOverlay; // The overlay currently being acted upon
};
#endif // OVERLAY3D_H