mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-27 04:35:52 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
110 lines
2.7 KiB
C++
110 lines
2.7 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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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 version 2 of the GNU General Public License as published by
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the Free Software Foundation
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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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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#ifndef SE_INCL_SELECTION_CPP
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#define SE_INCL_SELECTION_CPP
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Templates/Selection.h>
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#include <Engine/Templates/DynamicContainer.cpp>
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/*
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* Select one object.
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*/
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template<class cType, unsigned long ulFlag>
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void CSelection<cType, ulFlag>::Select(cType &tToSelect)
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{
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// if the object is not yet selected
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if (!tToSelect.IsSelected(ulFlag)) {
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// select it
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tToSelect.Select(ulFlag);
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// add it to this container
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this->Add(&tToSelect);
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// if the object is already selected
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} else {
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ASSERTALWAYS("Object already selected!");
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}
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}
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/*
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* Deselect one object.
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*/
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template<class cType, unsigned long ulFlag>
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void CSelection<cType, ulFlag>::Deselect(cType &tToSelect)
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{
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// if the object is selected
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if (tToSelect.IsSelected(ulFlag)) {
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// deselect it
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tToSelect.Deselect(ulFlag);
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// remove it from this container
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this->Remove(&tToSelect);
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// if the object is not selected
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} else {
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ASSERTALWAYS("Object is not selected!");
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}
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}
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/*
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* Test if one object is selected.
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*/
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template<class cType, unsigned long ulFlag>
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BOOL CSelection<cType, ulFlag>::IsSelected(cType &tToSelect)
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{
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// test if the object is selected
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return tToSelect.IsSelected(ulFlag);
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}
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/*
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* Deselect all objects.
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*/
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template<class cType, unsigned long ulFlag>
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void CSelection<cType, ulFlag>::Clear(void)
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{
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// for all objects in the container
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FOREACHINDYNAMICCONTAINER(*this, cType, itObject) {
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// object must be allocated and valid
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#ifdef _MSC_VER
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ASSERT(_CrtIsValidPointer(&*itObject, sizeof(cType), TRUE));
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/*
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ASSERT(_CrtIsValidHeapPointer(&*itObject));
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ASSERT(_CrtIsMemoryBlock(&*itObject, sizeof(cType), NULL, NULL, NULL ));
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*/
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#endif
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// deselect it
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itObject->Deselect(ulFlag);
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}
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// clear the entire container at once
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CDynamicContainer<cType>::Clear();
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}
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template<class cType, unsigned long ulFlag>
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cType *CSelection<cType, ulFlag>::GetFirstInSelection(void)
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{
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if( this->Count() == 0)
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{
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return NULL;
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}
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return (cType *) &CDynamicContainer<cType>::GetFirst();
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}
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#endif /* include-once check. */
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