2 ===========================================================================
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
7 This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
9 Doom 3 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.
14 Doom 3 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.
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
22 In addition, the Doom 3 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 Source Code. If not, please request a copy in writing from id Software at the address below.
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.
26 ===========================================================================
29 #ifndef __GAME_EDIT_H__
30 #define __GAME_EDIT_H__
34 ===============================================================================
38 ===============================================================================
41 class idCursor3D : public idEntity {
43 CLASS_PROTOTYPE( idCursor3D );
53 idVec3 draggedPosition;
58 ===============================================================================
60 Allows entities to be dragged through the world with physics.
62 ===============================================================================
68 ~idDragEntity( void );
71 void Update( idPlayer *player );
72 void SetSelected( idEntity *ent );
73 idEntity * GetSelected( void ) const { return selected.GetEntity(); }
74 void DeleteSelected( void );
75 void BindSelected( void );
76 void UnbindSelected( void );
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
88 void StopDrag( void );
93 ===============================================================================
95 Handles ingame entity editing.
97 ===============================================================================
99 typedef struct selectedTypeInfo_s {
100 idTypeInfo *typeInfo;
102 } selectedTypeInfo_t;
104 class idEditEntities {
106 idEditEntities( void );
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( void );
111 void DisplayEntities( void );
112 bool EntityIsSelectable( idEntity *ent, idVec4 *color = NULL, idStr *text = NULL );
115 idList<selectedTypeInfo_t> selectableEntityClasses;
116 idList<idEntity *> selectedEntities;
119 #endif /* !__GAME_EDIT_H__ */