khanat-opennel-code/code/nel/tools/3d/object_viewer/particle_tree_ctrl.h

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2014-12-22 13:21:54 +00:00
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#if !defined(AFX_PARTICLE_TREE_CTRL_H__9A55D046_3E95_49CC_99AC_8A4F268EDD33__INCLUDED_)
#define AFX_PARTICLE_TREE_CTRL_H__9A55D046_3E95_49CC_99AC_8A4F268EDD33__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif
#include "nel/misc/matrix.h"
//
#include "nel/3d/ps_particle.h"
#include "nel/3d/ps_edit.h"
#include "nel/3d/ps_located.h"
//
#include "particle_workspace.h"
//
#include <algorithm>
#include <memory>
class CParticleDlg;
class CParticleWorkspace;
namespace NL3D
{
class CParticleSystem;
class CParticleSystemModel;
}
/////////////////////////////////////////////////////////////////////////////
// CParticleTreeCtrl window
class CParticleTreeCtrl : public CTreeCtrl, public CParticleWorkspace::IModificationCallback
{
// Construction
public:
CParticleTreeCtrl(CParticleDlg *);
virtual ~CParticleTreeCtrl();
// Attributes
public:
// Operations
public:
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CParticleTreeCtrl)
public:
virtual BOOL OnCmdMsg(UINT nID, int nCode, void* pExtra, AFX_CMDHANDLERINFO* pHandlerInfo);
//}}AFX_VIRTUAL
// build the whole tree from a workspace
void buildTreeFromWorkSpace(CParticleWorkspace &ws);
/** build a portion of the tree using the given particle system
* \return root of the built tree
*/
HTREEITEM buildTreeFromPS(CParticleWorkspace::CNode &node, HTREEITEM rootHandle, HTREEITEM prevSibling = TVI_LAST);
/// Add a node from the given lcoated
void createNodeFromLocated(NL3D::CPSLocated *loc, HTREEITEM rootHandle);
/// Add a node from the given located bindable
void createNodeFromLocatedBindable(NL3D::CPSLocatedBindable *lb, HTREEITEM rootHandle);
// rebuild the located instance in the tree (after loading for example)
void rebuildLocatedInstance(CParticleWorkspace::CNode &node);
/// suppress located instance item, so that they don't have higher index than the new size
void suppressLocatedInstanceNbItem(CParticleWorkspace::CNode &node, uint32 newSize);
//
void init(void);
// move the current element by using the given matrix
void moveElement(const NLMISC::CMatrix &mat);
// get the matrix of the current element being selected, or identity if there's none
NLMISC::CMatrix getElementMatrix(void) const;
// reset the list of node in the tree (but don't delete the tree)
void reset();
//
CParticleDlg *getParticleDlg() const { return _ParticleDlg; }
protected:
//{{AFX_MSG(CParticleTreeCtrl)
afx_msg void OnSelchanged(NMHDR* pNMHDR, LRESULT* pResult);
afx_msg void OnRButtonDown(UINT nFlags, CPoint point);
afx_msg void OnEndlabeledit(NMHDR* pNMHDR, LRESULT* pResult);
afx_msg void OnBeginlabeledit(NMHDR* pNMHDR, LRESULT* pResult);
afx_msg void OnLButtonDblClk(UINT nFlags, CPoint point);
afx_msg void OnKeydown(NMHDR* pNMHDR, LRESULT* pResult);
afx_msg void OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags);
//}}AFX_MSG
CImageList _ImageList; // the image list containing the icons
// the dialog that contain us
CParticleDlg *_ParticleDlg;
public:
/** this struct is used to identify the type of each node
*/
struct CNodeType
{
enum { located, particleSystem, locatedBindable, locatedInstance, workspace } Type;
union
{
CParticleWorkspace *WS;
NL3D::CPSLocated *Loc;
NL3D::CPSLocatedBindable *Bind;
CParticleWorkspace::CNode *PS;
};
// for the located instance type, this is the index of the instance
uint32 LocatedInstanceIndex;
// build node for a workspace
CNodeType(CParticleWorkspace *ws) { nlassert(ws); WS = ws; Type = workspace; }
// build node for a located
CNodeType(NL3D::CPSLocated *loc) { nlassert(loc); Loc = loc; Type = located; }
// build node for an instance of a located
CNodeType(NL3D::CPSLocated *loc, uint32 index)
{
nlassert(loc);
Loc = loc;
Type = locatedInstance;
LocatedInstanceIndex = index;
}
CNodeType(CParticleWorkspace::CNode *node)
{
PS = node;
Type = particleSystem;
}
CNodeType(NL3D::CPSLocatedBindable *lb) { Bind = lb; Type = locatedBindable; }
// Get the ps that owns that node (or NULL if it is a worspace)
NL3D::CParticleSystem *getOwnerPS() const;
};
void setViewFilenameFlag(bool enabled);
bool getViewFilenameFlag() const { return _ViewFilenameFlag; }
// Update caption of a node
void updateCaption(CParticleWorkspace::CNode &node);
private:
// instanciate a located in the given system , and return its nodetype and htreeitem
std::pair<CNodeType *, HTREEITEM> createLocated(NL3D::CParticleSystem *ps, HTREEITEM headItem);
// Compute caption to display for a particle system
std::string computeCaption(CParticleWorkspace::CNode &node);
// Compute caption to display for a workspace
std::string computeCaption(CParticleWorkspace &workspace);
// Compute a node caption from its filename, username & modified state
std::string computeCaption(const std::string &path, const std::string &userName, bool modified);
// Allow user to insert multiple PS in the workspace (prompt a file dialog to chose them)
void insertNewPS(CParticleWorkspace &pws);
// allow user to create a new particle system in the workspace
void createNewPS(CParticleWorkspace &pws);
// remove part of the tree and the associated CNodeType objects. IMPORTANT : DOES NOT update the matching elements in the ps that is being edited.
void removeTreePart(HTREEITEM root);
// get tree item from its matching CNodeType object
HTREEITEM getTreeItem(CNodeType *nt) const;
// get a tree item from a workspace node
HTREEITEM getTreeItem(CParticleWorkspace::CNode *node) const;
// Get the parent node in the workspace for the given element in the tree
CParticleWorkspace::CNode *getOwnerNode(CNodeType *nt) const;
// the last ps that had a selected instance in it
NLMISC::CRefPtr<NL3D::CParticleSystem> _LastClickedPS;
// Update right pane to edit the given element
void updateRightPane(CNodeType &nt);
// Matching infos for each nodes in the CTreeCtrl
std::vector<CNodeType *> _NodeTypes;
//
std::auto_ptr<NL3D::CPSLocated> _LocatedCopy;
std::auto_ptr<NL3D::CPSLocatedBindable> _LocatedBindableCopy;
//
DECLARE_MESSAGE_MAP()
// from CParticleWorkspace::IModificationCallback
virtual void nodeModifiedFlagChanged(CParticleWorkspace::CNode &node);
// from CParticleWorkspace::IModificationCallback
virtual void workspaceModifiedFlagChanged(CParticleWorkspace &ws);
// from CParticleWorkspace::IModificationCallback
virtual void nodeSkelParentChanged(CParticleWorkspace::CNode &node);
HTREEITEM _LastActiveNode;
bool _ViewFilenameFlag;
public:
// Update currently active node. Its node in the tree is displayed with bold characters.
void setActiveNode(CParticleWorkspace::CNode *node);
void touchPSState(CNodeType *nt);
void sortWorkspace(CParticleWorkspace &ws, CParticleWorkspace::ISort &sorter);
// delete the current selected node, and update the edited ps acoordingly
void deleteSelection();
void expandRoot();
void updateAllCaptions();
void removeAllPS(CParticleWorkspace &ws);
};
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_PARTICLE_TREE_CTRL_H__9A55D046_3E95_49CC_99AC_8A4F268EDD33__INCLUDED_)