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: Represents an entity in a VMF
//
//=============================================================================
#ifndef DMEVMFENTITY_H
#define DMEVMFENTITY_H
#ifdef _WIN32
#pragma once
#endif
#include "toolutils/dmemdlrenderable.h"
#include "datamodel/dmelement.h"
#include "toolframework/itoolentity.h"
#include "materialsystem/MaterialSystemUtil.h"
//-----------------------------------------------------------------------------
// Represents an editable entity; draws its helpers
//-----------------------------------------------------------------------------
class CDmeVMFEntity : public CDmeMdlRenderable<CDmElement>
{
DEFINE_ELEMENT( CDmeVMFEntity, CDmeMdlRenderable<CDmElement> );
public:
// Inherited from CDmElement
virtual void OnAttributeChanged( CDmAttribute *pAttribute );
public:
// Inherited from DmeRenderable
virtual const Vector &GetRenderOrigin( void );
virtual const QAngle &GetRenderAngles( void );
virtual int DrawModel( int flags );
virtual bool IsTransparent( void );
virtual void GetRenderBounds( Vector& mins, Vector& maxs );
public:
int GetEntityId() const;
// Returns the next available entity id
static int GetNextEntityId();
static void SetNextEntityId( int nEntityId );
const char *GetClassName() const;
const char *GetTargetName() const;
bool IsPlaceholder() const;
// Entity Key iteration
CDmAttribute *FirstEntityKey();
CDmAttribute *NextEntityKey( CDmAttribute *pEntityKey );
// Attach/detach from an engine entity with the same editor index
void AttachToEngineEntity( HTOOLHANDLE hToolHandle );
void SetRenderOrigin( const Vector &vecOrigin );
void SetRenderAngles( const QAngle &angles );
void MarkDirty( bool bDirty = true );
bool IsDirty( void ) { return m_bIsDirty; };
void MarkDeleted( bool bDeleted = true );
bool IsDeleted( void ) { return m_bIsDeleted; };
bool CopyFromServer( CBaseEntity *pServerEnt );
bool CopyFromServer( CBaseEntity *pServerEnt, const char *szField );
bool CopyFromServer( CBaseEntity *pServerEnt, const char *szSrcField, const char *szDstField );
bool CopyToServer( void );
bool IsSameOnServer( CBaseEntity *pServerEntity );
bool CreateOnServer( void );
private:
bool IsEntityKey( CDmAttribute *pEntityKey );
// Draws the helper for the entity
void DrawSprite( IMaterial *pMaterial );
void DrawDragHelpers( IMaterial *pMaterial );
void DrawFloorTarget( IMaterial *pMaterial );
CDmaVar<Vector> m_vecLocalOrigin;
// CDmAttributeVar<QAngle> m_vecLocalAngles;
CDmaVar<Vector> m_vecLocalAngles; // something funky with the vmf importer, it asserts when it's a QAngle
CDmaString m_ClassName;
CDmaString m_TargetName;
CDmaVar<bool> m_bIsPlaceholder;
// The entity it's connected to in the engine
HTOOLHANDLE m_hEngineEntity;
CMaterialReference m_Wireframe;
CMaterialReference m_SelectedInfoTarget;
CMaterialReference m_InfoTargetSprite;
// pretty sure this entity is edited
bool m_bIsDirty;
// entity needs to be deleted
CDmaVar<bool> m_bIsDeleted;
// FIXME: This is a hack for info targets
bool m_bInfoTarget;
// Used to store the next unique entity id;
static int s_nNextEntityId;
};
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline const char *CDmeVMFEntity::GetClassName() const
{
return m_ClassName;
}
inline const char *CDmeVMFEntity::GetTargetName() const
{
return m_TargetName;
}
inline bool CDmeVMFEntity::IsPlaceholder() const
{
return m_bIsPlaceholder;
}
#endif // DMEVMFENTITY_H