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205
neo/tools/radiant/CamWnd.h
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205
neo/tools/radiant/CamWnd.h
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#if !defined(AFX_CAMWND_H__44B4BA03_781B_11D1_B53C_00AA00A410FC__INCLUDED_)
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#define AFX_CAMWND_H__44B4BA03_781B_11D1_B53C_00AA00A410FC__INCLUDED_
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#if _MSC_VER >= 1000
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#pragma once
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#endif // _MSC_VER >= 1000
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typedef enum
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{
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cd_wire,
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cd_solid,
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cd_texture,
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cd_light,
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cd_blend
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} camera_draw_mode;
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typedef struct
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{
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int width, height;
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idVec3 origin;
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idAngles angles;
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camera_draw_mode draw_mode;
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idVec3 color; // background
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idVec3 forward, right, up; // move matrix
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idVec3 vup, vpn, vright; // view matrix
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} camera_t;
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/////////////////////////////////////////////////////////////////////////////
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// CCamWnd window
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class CXYWnd;
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class CCamWnd : public CWnd
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{
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DECLARE_DYNCREATE(CCamWnd);
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// Construction
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public:
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CCamWnd();
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// Attributes
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public:
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// Operations
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public:
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CCamWnd)
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protected:
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virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
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//}}AFX_VIRTUAL
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// Implementation
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public:
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void ShiftTexture_BrushPrimit(face_t *f, int x, int y);
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CXYWnd* m_pXYFriend;
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void SetXYFriend(CXYWnd* pWnd);
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virtual ~CCamWnd();
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camera_t& Camera(){return m_Camera;};
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void Cam_MouseControl(float dtime);
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void Cam_ChangeFloor(bool up);
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void BuildRendererState();
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void ToggleRenderMode();
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void ToggleRebuildMode();
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void ToggleEntityMode();
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void ToggleSelectMode();
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void ToggleAnimationMode();
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void ToggleSoundMode();
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void SetProjectionMatrix();
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void UpdateCameraView();
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void BuildEntityRenderState( entity_t *ent, bool update );
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bool GetRenderMode() {
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return renderMode;
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}
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bool GetRebuildMode() {
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return rebuildMode;
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}
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bool GetEntityMode() {
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return entityMode;
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}
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bool GetAnimationMode() {
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return animationMode;
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}
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bool GetSelectMode() {
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return selectMode;
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}
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bool GetSoundMode() {
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return soundMode;
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}
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bool UpdateRenderEntities();
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void MarkWorldDirty();
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void SetView( const idVec3 &origin, const idAngles &angles ) {
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m_Camera.origin = origin;
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m_Camera.angles = angles;
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}
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protected:
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void Cam_Init();
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void Cam_BuildMatrix();
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void Cam_PositionDrag();
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void Cam_MouseLook();
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void Cam_MouseDown(int x, int y, int buttons);
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void Cam_MouseUp (int x, int y, int buttons);
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void Cam_MouseMoved (int x, int y, int buttons);
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void InitCull();
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bool CullBrush (brush_t *b, bool cubicOnly);
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void Cam_Draw();
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void Cam_Render();
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// game renderer interaction
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qhandle_t worldModelDef;
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idRenderModel *worldModel; // createRawModel of the brush and patch geometry
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bool worldDirty;
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bool renderMode;
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bool rebuildMode;
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bool entityMode;
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bool selectMode;
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bool animationMode;
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bool soundMode;
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void FreeRendererState();
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void UpdateCaption();
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bool BuildBrushRenderData(brush_t *brush);
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void DrawEntityData();
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camera_t m_Camera;
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int m_nCambuttonstate;
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CPoint m_ptButton;
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CPoint m_ptCursor;
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CPoint m_ptLastCursor;
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face_t* m_pSide_select;
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idVec3 m_vCull1;
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idVec3 m_vCull2;
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int m_nCullv1[3];
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int m_nCullv2[3];
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bool m_bClipMode;
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idVec3 saveOrg;
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idAngles saveAng;
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bool saveValid;
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// Generated message map functions
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protected:
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void OriginalMouseDown(UINT nFlags, CPoint point);
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void OriginalMouseUp(UINT nFlags, CPoint point);
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//{{AFX_MSG(CCamWnd)
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afx_msg void OnKeyDown(UINT nChar, UINT nRepCnt, UINT nFlags);
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afx_msg void OnPaint();
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afx_msg void OnDestroy();
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afx_msg void OnClose();
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afx_msg void OnMouseMove(UINT nFlags, CPoint point);
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afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
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afx_msg void OnLButtonUp(UINT nFlags, CPoint point);
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afx_msg void OnMButtonDown(UINT nFlags, CPoint point);
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afx_msg void OnMButtonUp(UINT nFlags, CPoint point);
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afx_msg void OnRButtonDown(UINT nFlags, CPoint point);
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afx_msg void OnRButtonUp(UINT nFlags, CPoint point);
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afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
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afx_msg void OnSize(UINT nType, int cx, int cy);
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afx_msg void OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags);
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afx_msg void OnTimer(UINT nIDEvent);
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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/////////////////////////////////////////////////////////////////////////////
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Developer Studio will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_CAMWND_H__44B4BA03_781B_11D1_B53C_00AA00A410FC__INCLUDED_)
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