//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: The document. Exposes functions for object creation, deletion, and // manipulation. Holds the current tool. Handles GUI messages that are // view-independent. // //=============================================================================// #ifndef SELECTIONMANAGER_H #define SELECTIONMANAGER_H #ifdef _WIN32 #pragma once #endif #include "mapclass.h" class CMapDoc; enum { hitFirst = 0, hitNext = -1, hitPrev = -2 }; // SelectObject/SelectFace parameters: typedef enum { scToggle = 0x01, // toogle selection state of this object scSelect = 0x02, // select this object scUnselect = 0x04, // unselect this object scClear = 0x10, // Clear current before selecting scNoLift = 0x20, // Don't lift face attributes into Face Properties dialog dvs: lame! scNoApply = 0x40, // Don't apply face attributes from Face Properties dialog to selected face dvs: lame! scCascading = 0x80, // Select all entities attached to outputs of this entity scCascadingRecursive = 0x100, // Select all entities attached to outputs of this entity, recursively scSelectAll = 0x200, scSaveChanges = 0x400, // changing the selection causes changes made in the properties dialog be saved }; class CSelection { public: CSelection(void); virtual ~CSelection(void); void Init(CMapDoc *pDocument); bool SelectObject(CMapClass *pobj, int cmd = scSelect); void SelectObjectList(const CMapObjectList *pList, int cmd = (scClear|scSelect|scSaveChanges) ); bool RemoveAll(); // true if any elements were removed bool RemoveInvisibles(); // true if any elements were removed bool RemoveDead(); // true if any elements were removed int GetCount(); bool IsEmpty(); bool IsSelected(CMapClass *pObject); bool IsAnEntitySelected(); bool IsEditable(); bool IsCopyable(); const CMapObjectList* GetList(void); CMapDoc *GetMapDoc() { return m_pDocument; } // HitList feature const CMapObjectList* GetHitList(void); void ClearHitList(); void AddHit(CMapClass *pObject); void SetCurrentHit(int iIndex, bool bCascading = false); SelectMode_t GetMode(void); void SetMode(SelectMode_t eSelectMode); void SetSelectionState(SelectionState_t eSelectionState); bool GetBounds(Vector &vecMins, Vector &vecMaxs); // Used for translations. Uses entity origins and brush bounds. That way, when moving stuff, // the entity origins will stay on the grid. void GetBoundsForTranslation( Vector &vecMins, Vector &vecMaxs ); bool GetBoundsCenter(Vector &vecCenter); void GetLastValidBounds(Vector &vecMins, Vector &vecMaxs); bool GetLogicalBounds(Vector2D &vecMins, Vector2D &vecMaxs); bool GetLogicalBoundsCenter( Vector2D &vecCenter ); void SetBoundsDirty() {m_bBoundsDirty = true;} protected: void UpdateSelectionBounds(); CMapDoc *m_pDocument; // document this selection set belongs to SelectMode_t m_eSelectMode; // Controls what gets selected based on what the user clicked on. CMapObjectList m_SelectionList; // The list of selected objects. bool m_bBoundsDirty; // recalc bounds box with next query BoundBox m_Bounds; // current bounds BoundBox m_LastValidBounds; // last valid selection bounds Vector2D m_vecLogicalMins; // Selection bounds in "logical" space Vector2D m_vecLogicalMaxs; // Hit selection. CMapObjectList m_HitList; // list of 'hit' object (potential selected object) int m_iCurHit; // current hit or -1 }; #endif // SELECTIONMANAGER_H