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Initial commit of Command & Conquer Renegade source code.
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146
Code/wwui/viewerctrl.h
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146
Code/wwui/viewerctrl.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program 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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**
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** This program 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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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Combat *
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* *
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* $Archive:: /Commando/Code/wwui/viewerctrl.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 11/06/01 4:24p $*
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* *
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* $Revision:: 6 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __VIEWER_CTRL_H
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#define __VIEWER_CTRL_H
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#include "dialogcontrol.h"
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#include "vector3.h"
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#include "render2d.h"
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#include "aabox.h"
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////////////////////////////////////////////////////////////////
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// Forward declarations
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////////////////////////////////////////////////////////////////
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class SimpleSceneClass;
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class CameraClass;
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class RenderObjClass;
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class LightClass;
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////////////////////////////////////////////////////////////////
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//
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// ViewerCtrlClass
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//
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////////////////////////////////////////////////////////////////
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class ViewerCtrlClass : public DialogControlClass
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{
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public:
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enum InterfaceModeEnum {
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Z_ROTATION, // Automatic rotation of camera around Z-axis.
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VIRTUAL_TRACKBALL // Camera rotation with virtual trackball under user control.
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};
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////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////
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ViewerCtrlClass (void);
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virtual ~ViewerCtrlClass (void);
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////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////
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// RTTI.
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ViewerCtrlClass *As_ViewerCtrlClass (void) { return this; }
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//
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// From DialogControlClass
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//
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void Render (void);
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//
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// Configuation
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//
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void Set_Background_Visible (bool isvisible) {IsBackgroundVisible = isvisible;}
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void Set_Rotation_Rate (float r) {RotationRate = DEG_TO_RADF (r);}
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void Set_Interface_Mode (InterfaceModeEnum mode, float rotationrate = 0.0f);
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void Set_Camera_Min_Dist (float dist) { MinCameraDist = dist; }
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//
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// Selection management
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//
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SimpleSceneClass *Peek_Scene() { return (Scene); }
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CameraClass *Peek_Camera() { return (Camera); }
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void Set_Model (const char *model_name);
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void Set_Model (RenderObjClass *new_model);
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RenderObjClass *Peek_Model() { return (Model); }
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void Set_Animation (const char *anim_name);
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protected:
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////////////////////////////////////////////////////////////////
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// Protected methods
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////////////////////////////////////////////////////////////////
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void On_LButton_Down (const Vector2 &mouse_pos);
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void On_LButton_Up (const Vector2 &mouse_pos);
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void On_Set_Cursor (const Vector2 &mouse_pos);
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void On_Frame_Update (void);
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void Update_Client_Rect (void);
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void Create_Control_Renderer (void);
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void Free_Model (void);
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void Get_Visible_Bounding_Box (AABoxClass *box, RenderObjClass *render_obj, bool &is_first);
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void Calculate_Camera_Position (void);
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////////////////////////////////////////////////////////////////
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// Protected member data
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////////////////////////////////////////////////////////////////
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SimpleSceneClass * Scene;
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CameraClass * Camera;
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LightClass * Light; // Light source.
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RenderObjClass * Model;
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Render2DClass ControlRenderer;
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AABoxClass BoundingBox;
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float Distance;
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float ZRotation;
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float RotationRate;
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float MinCameraDist;
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bool IsCameraDirty;
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bool IsBackgroundVisible;
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InterfaceModeEnum InterfaceMode;
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Vector3 LastMousePosition;
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};
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#endif //__VIEWER_CTRL_H
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