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CnC_Renegade/Code/Tools/LevelEdit/GrabHandles.h

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C++

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : LevelEdit *
* *
* $Archive:: /Commando/Code/Tools/LevelEdit/GrabHandles.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 9/30/99 4:53p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __GRABHANDLES_H
#define __GRABHANDLES_H
#include "box3d.h"
#include "hittestinfo.h"
#include "nodefunction.h"
// Forward declarations
class NodeClass;
class GrabHandlesClass;
/////////////////////////////////////////////////////////////////////////
//
// GrabHandlePhysClass
//
/////////////////////////////////////////////////////////////////////////
class GrabHandlePhysClass : public NodeFunctionClass, public Box3DPhysClass
{
public:
//////////////////////////////////////////////////////////
//
// Public constructors/destructors
//
GrabHandlePhysClass (void)
: m_iVertex (0),
m_pParent (NULL),
m_HitTestInfo (this),
NodeFunctionClass (),
Box3DPhysClass () { Initialize (); }
GrabHandlePhysClass (int ivertex, GrabHandlesClass *pparent)
: m_iVertex (ivertex),
m_pParent (pparent),
m_HitTestInfo (this),
NodeFunctionClass (),
Box3DPhysClass () { Initialize (); }
virtual ~GrabHandlePhysClass (void) {}
//////////////////////////////////////////////////////////
//
// Public operators/methods
//
//
// Inline accessors
//
int Get_Vertex (void) const { return m_iVertex; }
void Set_Vertex (int ivertex) { m_iVertex = ivertex; }
GrabHandlesClass * Get_Parent (void) const { return m_pParent; }
void Get_Parent (GrabHandlesClass *pparent) { m_pParent = pparent; }
//
// Overrides from NodeFunctionClass
//
void On_Click (void);
protected:
//////////////////////////////////////////////////////////
//
// Protected methdos
//
void Initialize ();
//////////////////////////////////////////////////////////
//
// Protected member data
//
int m_iVertex;
GrabHandlesClass * m_pParent;
private:
//////////////////////////////////////////////////////////
//
// Private member data
//
HITTESTINFO m_HitTestInfo;
};
/////////////////////////////////////////////////////////////////////////
//
// GrabHandlesClass
//
class GrabHandlesClass
{
public:
//////////////////////////////////////////////////////////
//
// Public constructors/destructors
//
GrabHandlesClass (void);
GrabHandlesClass (const GrabHandlesClass &ref);
virtual ~GrabHandlesClass (void);
//////////////////////////////////////////////////////////
//
// Public operators/methods
//
const GrabHandlesClass &operator= (const GrabHandlesClass &ref);
void Position_Around_Node (NodeClass *pnode);
void Remove_From_Scene (void);
void Hide (bool bhide);
//
// Inline accessors
//
NodeClass * Get_Node (void) const { return m_pNode; }
protected:
//////////////////////////////////////////////////////////
//
// Protected methods
//
void Initialize (void);
private:
//////////////////////////////////////////////////////////
//
// Private member data
//
GrabHandlePhysClass *m_pHandles[8];
bool m_bIsAddedToScene;
NodeClass * m_pNode;
};
#endif //__GRABHANDLES_H