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125 lines
2.5 KiB
125 lines
2.5 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 OBJECTBAR_H
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#define OBJECTBAR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "AutoSelCombo.h"
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#include "HammerBar.h"
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#include "FilteredComboBox.h"
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class CMapView;
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class BoundBox;
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class CMapClass;
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class Vector;
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class CPrefab;
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#define MAX_PREV_SEL 12
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class CObjectBar : public CHammerBar, public CFilteredComboBox::ICallbacks
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{
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public:
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CObjectBar();
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BOOL Create(CWnd *pParentWnd);
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static LPCTSTR GetDefaultEntityClass(void);
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virtual BOOL PreTranslateMessage(MSG* pMsg);
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void UpdateListForTool(int iTool);
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void SetupForBlockTool();
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void DoHideControls();
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CMapClass *CreateInBox(BoundBox *pBox, CMapView *pView = NULL);
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BOOL GetPrefabBounds(BoundBox *pBox);
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// If this is on, then it'll randomize the yaw when entities are placed.
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bool UseRandomYawOnEntityPlacement();
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void DoDataExchange(CDataExchange *pDX);
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bool IsEntityToolCreatingPrefab( void );
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bool IsEntityToolCreatingEntity( void );
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CMapClass *BuildPrefabObjectAtPoint( Vector const &HitPos );
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// CFilteredComboBox::ICallbacks implementation.
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virtual void OnTextChanged( const char *pText );
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private:
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enum
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{
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listPrimitives,
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listPrefabs,
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listEntities
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} ListType;
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//{{AFX_DATA(CMapViewBar)
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enum { IDD = IDD_OBJECTBAR };
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//}}AFX_DATA
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CFilteredComboBox m_CreateList; // this should really be m_ItemList
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CComboBox m_CategoryList;
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CEdit m_Faces;
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CSpinButtonCtrl m_FacesSpin;
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CPrefab* FindPrefabByName( const char *pName );
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void LoadBlockCategories( void );
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void LoadEntityCategories( void );
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void LoadPrefabCategories( void );
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void LoadBlockItems( void );
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void LoadEntityItems( void );
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void LoadPrefabItems( void );
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int UpdatePreviousSelection( int iTool );
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int GetPrevSelIndex(DWORD dwGameID, int *piNewIndex = NULL);
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BOOL EnableFaceControl(CWnd *pWnd, BOOL bModifyWnd);
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int iEntitySel;
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int iBlockSel;
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// previous selections:
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DWORD m_dwPrevGameID;
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struct tagprevsel
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{
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DWORD dwGameID;
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struct tagblock
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{
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CString strItem;
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CString strCategory;
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} block;
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struct tagentity
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{
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CString strItem;
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CString strCategory;
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} entity;
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} m_PrevSel[MAX_PREV_SEL];
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int m_iLastTool;
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protected:
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afx_msg void UpdateControl(CCmdUI*);
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afx_msg void UpdateFaceControl(CCmdUI*);
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afx_msg void OnCategorylistSelchange();
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afx_msg void OnChangeCategory();
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DECLARE_MESSAGE_MAP()
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};
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#endif // OBJECTBAR_H
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