//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //===========================================================================// #ifndef SELECTION3D_H #define SELECTION3D_H #ifdef _WIN32 #pragma once #endif #include "Box3D.h" #include "MapClass.h" // For CMapObjectList #include "ToolInterface.h" #include "utlvector.h" class CMapWorld; class CMapView; class CMapView2D; class CMapView3D; class GDinputvariable; class CRender2D; class Selection3D : public Box3D { public: Selection3D(); ~Selection3D(); void Init( CMapDoc *pDocument ); inline bool IsBoxSelecting(); inline bool IsLogicalBoxSelecting(); void EndBoxSelection(); // Start, end logical selection void StartLogicalBoxSelection( CMapViewLogical *pView, const Vector &vStart ); void EndLogicalBoxSelection( ); // Tool3D implementation. virtual void SetEmpty(); virtual bool IsEmpty(); // // CBaseTool implementation. // virtual void OnActivate(); virtual void OnDeactivate(); virtual ToolID_t GetToolID() { return TOOL_POINTER; } virtual bool OnContextMenu2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint); virtual bool OnKeyDown2D(CMapView2D *pView, UINT nChar, UINT nRepCnt, UINT nFlags); virtual bool OnLMouseDown2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint); virtual bool OnLMouseUp2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint); virtual bool OnMouseMove2D(CMapView2D *pView, UINT nFlags, const Vector2D &vPoint); virtual bool OnKeyDown3D(CMapView3D *pView, UINT nChar, UINT nRepCnt, UINT nFlags); virtual bool OnLMouseDblClk3D(CMapView3D *pView, UINT nFlags, const Vector2D &vPoint); virtual bool OnLMouseDown3D(CMapView3D *pView, UINT nFlags, const Vector2D &vPoint); virtual bool OnLMouseUp3D(CMapView3D *pView, UINT nFlags, const Vector2D &vPoint); virtual bool OnMouseMove3D(CMapView3D *pView, UINT nFlags, const Vector2D &vPoint); virtual void RenderTool2D(CRender2D *pRender); virtual void RenderToolLogical(CRender2D *pRender); virtual void RenderTool3D(CRender3D *pRender); virtual bool OnContextMenuLogical(CMapViewLogical *pView, UINT nFlags, const Vector2D &vPoint); virtual bool OnKeyDownLogical(CMapViewLogical *pView, UINT nChar, UINT nRepCnt, UINT nFlags); virtual bool OnLMouseDownLogical(CMapViewLogical *pView, UINT nFlags, const Vector2D &vPoint); virtual bool OnLMouseUpLogical(CMapViewLogical *pView, UINT nFlags, const Vector2D &vPoint); virtual bool OnMouseMoveLogical(CMapViewLogical *pView, UINT nFlags, const Vector2D &vPoint); virtual bool OnLMouseDblClkLogical(CMapViewLogical *pView, UINT nFlags, const Vector2D &vPoint); void UpdateSelectionBounds(); bool m_bBoxSelection; protected: void TransformSelection(); void TransformLogicalSelection( const Vector2D &vecTranslation ); void FinishTranslation(bool bSave, bool bClone ); void StartTranslation(CMapView *pView, const Vector2D &vPoint, const Vector &vHandleOrigin ); bool StartBoxSelection( CMapView *pView, const Vector2D &vPoint, const Vector &vStart); void UpdateHandleState(); virtual unsigned int GetConstraints(unsigned int nKeyFlags); void NudgeObjects(CMapView *pView, int nChar, bool bSnap, bool bClone); GDinputvariable *ChooseEyedropperVar(CMapView *pView, CUtlVector &VarList); CMapEntity *FindEntityInTree(CMapClass *pObject); void SelectInBox(CMapDoc *pDoc, bool bInsideOnly); CBaseTool *GetToolObject( CMapView2D *pView, const Vector2D &ptScreen, bool bAttach ); CBaseTool *GetToolObjectLogical( CMapViewLogical *pView, const Vector2D &vPoint, bool bAttach ); void SetEyedropperCursor(); void EyedropperPick2D(CMapView2D *pView, const Vector2D &vPoint); void EyedropperPick3D(CMapView3D *pView, const Vector2D &vPoint); void EyedropperPick(CMapView *pView, CMapClass *pObject); void OnEscape(CMapDoc *pDoc); // // Tool3D implementation. // virtual int HitTest(CMapView *pView, const Vector2D &pt, bool bTestHandles = false); // Methods related to logical operations void EyedropperPickLogical( CMapViewLogical *pView, const Vector2D &vPoint ); bool HitTestLogical( CMapView *pView, const Vector2D &ptClient ); void SelectInLogicalBox(CMapDoc *pDoc, bool bInsideOnly); CSelection *m_pSelection; // the documents selection opject bool m_bEyedropper; // True if we are holding down the eyedropper hotkey. bool m_bSelected; // Did we select an object on left button down? bool m_b3DEditMode; // editing mode in 3D on/off bool m_bDrawAsSolidBox; // sometimes we want to render the tool bbox solid // These are fields related to manipulation in logical views Vector2D m_vLDownLogicalClient; // Logical client pos at which lbutton was pressed. Vector2D m_vecLogicalSelBoxMins; Vector2D m_vecLogicalSelBoxMaxs; bool m_bInLogicalBoxSelection; // Are we doing box selection in the logical mode? COLORREF m_clrLogicalBox; // The color of the logical box Vector2D m_vLastLogicalDragPoint; // Last point at which we dragged (world coords) Vector2D m_vLogicalTranslation; bool m_bIsLogicalTranslating; // true while translation in logical view bool m_bLButtonDown; bool m_bLeftDragged; }; //----------------------------------------------------------------------------- // Are we in box selection? //----------------------------------------------------------------------------- inline bool Selection3D::IsBoxSelecting() { return m_bBoxSelection; } inline bool Selection3D::IsLogicalBoxSelecting() { return m_bInLogicalBoxSelection; } #endif // SELECTION3D_H