GameEdit.h (3949B)
1 /* 2 =========================================================================== 3 4 Doom 3 BFG Edition GPL Source Code 5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 6 7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). 8 9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify 10 it under the terms of the GNU General Public License as published by 11 the Free Software Foundation, either version 3 of the License, or 12 (at your option) any later version. 13 14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, 15 but WITHOUT ANY WARRANTY; without even the implied warranty of 16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 GNU General Public License for more details. 18 19 You should have received a copy of the GNU General Public License 20 along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>. 21 22 In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. 23 24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 26 =========================================================================== 27 */ 28 29 #ifndef __GAME_EDIT_H__ 30 #define __GAME_EDIT_H__ 31 32 33 /* 34 =============================================================================== 35 36 Ingame cursor. 37 38 =============================================================================== 39 */ 40 41 class idCursor3D : public idEntity { 42 public: 43 CLASS_PROTOTYPE( idCursor3D ); 44 45 idCursor3D(); 46 ~idCursor3D(); 47 48 void Spawn(); 49 void Present(); 50 void Think(); 51 52 idForce_Drag drag; 53 idVec3 draggedPosition; 54 }; 55 56 57 /* 58 =============================================================================== 59 60 Allows entities to be dragged through the world with physics. 61 62 =============================================================================== 63 */ 64 65 class idDragEntity { 66 public: 67 idDragEntity(); 68 ~idDragEntity(); 69 70 void Clear(); 71 void Update( idPlayer *player ); 72 void SetSelected( idEntity *ent ); 73 idEntity * GetSelected() const { return selected.GetEntity(); } 74 void DeleteSelected(); 75 void BindSelected(); 76 void UnbindSelected(); 77 78 private: 79 idEntityPtr<idEntity> dragEnt; // entity being dragged 80 jointHandle_t joint; // joint being dragged 81 int id; // id of body being dragged 82 idVec3 localEntityPoint; // dragged point in entity space 83 idVec3 localPlayerPoint; // dragged point in player space 84 idStr bodyName; // name of the body being dragged 85 idCursor3D * cursor; // cursor entity 86 idEntityPtr<idEntity> selected; // last dragged entity 87 88 void StopDrag(); 89 }; 90 91 92 /* 93 =============================================================================== 94 95 Handles ingame entity editing. 96 97 =============================================================================== 98 */ 99 typedef struct selectedTypeInfo_s { 100 idTypeInfo *typeInfo; 101 idStr textKey; 102 } selectedTypeInfo_t; 103 104 class idEditEntities { 105 public: 106 idEditEntities(); 107 bool SelectEntity( const idVec3 &origin, const idVec3 &dir, const idEntity *skip ); 108 void AddSelectedEntity( idEntity *ent ); 109 void RemoveSelectedEntity( idEntity *ent ); 110 void ClearSelectedEntities(); 111 void DisplayEntities(); 112 bool EntityIsSelectable( idEntity *ent, idVec4 *color = NULL, idStr *text = NULL ); 113 private: 114 int nextSelectTime; 115 idList<selectedTypeInfo_t> selectableEntityClasses; 116 idList<idEntity *> selectedEntities; 117 }; 118 119 #endif /* !__GAME_EDIT_H__ */