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76 lines
2.1 KiB
76 lines
2.1 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef OVERLAY3D_H
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#define OVERLAY3D_H
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#pragma once
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#include <afxwin.h>
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#include "Box3D.h"
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#include "ToolInterface.h"
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#include "MapOverlay.h"
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class CMapDoc;
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struct Shoreline_t;
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class CToolOverlay : public Box3D
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{
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public:
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//=========================================================================
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//
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// Constructur/Destructor
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//
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CToolOverlay();
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~CToolOverlay();
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//=========================================================================
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//
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// CBaseTool virtual implementations
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//
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ToolID_t GetToolID( void ) { return TOOL_OVERLAY; }
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void OnActivate();
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void OnDeactivate();
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bool OnLMouseUp3D( CMapView3D *pView, UINT nFlags, const Vector2D &vPoint );
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bool OnLMouseDown3D( CMapView3D *pView, UINT nFlags, const Vector2D &vPoint );
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bool OnMouseMove3D( CMapView3D *pView, UINT nFlags, const Vector2D &vPoint );
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bool OnContextMenu2D( CMapView2D *pView, UINT nFlags, const Vector2D &vPoint );
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void RenderTool3D(CRender3D *pRender);
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protected:
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bool UpdateTranslation( const Vector &vUpdate, UINT = 0 );
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private:
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bool HandleSelection( CMapView *pView, const Vector2D &vPoint );
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void OverlaySelection( CMapView3D *pView, UINT nFlags, const Vector2D &vPoint );
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bool CreateOverlay( CMapSolid *pSolid, ULONG iFace, CMapView3D *pView, Vector2D point );
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void InitOverlay( CMapEntity *pEntity, CMapFace *pFace );
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void OnDrag( Vector const &vecRayStart, Vector const &vecRayEnd, bool bShift );
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void PreDrag( void );
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void PostDrag( void );
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void SetupHandleDragUndo( void );
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void HandlesReset( void );
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void SnapHandle( Vector &vecHandlePt );
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bool HandleInBBox( CMapOverlay *pOverlay, Vector const &vecHandlePt );
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bool HandleSnap( CMapOverlay *pOverlay, Vector &vecHandlePt );
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private:
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bool m_bDragging; // Are we dragging overlay handles?
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Shoreline_t *m_pShoreline; //
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CMapOverlay *m_pActiveOverlay; // The overlay currently being acted upon
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};
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#endif // OVERLAY3D_H
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