// 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_EDIT_PS_LIGHT_H__6F00004D_F2A5_452E_9FC2_8188F9164613__INCLUDED_) #define AFX_EDIT_PS_LIGHT_H__6F00004D_F2A5_452E_9FC2_8188F9164613__INCLUDED_ #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 // edit_ps_light.h : header file // #include "nel/3d/ps_light.h" // #include "ps_wrapper.h" #include "particle_workspace.h" class CAttribDlgFloat; class CAttribDlgRGBA; /* Edition of dynamic lights attributes in a particle system * * \author Nicolas Vizerie * \author Nevrax France * \date 2003 */ class CEditPSLight : public CDialog { // Construction public: CEditPSLight(CParticleWorkspace::CNode *ownerNode, NL3D::CPSLight *light); // standard constructor ~CEditPSLight(); void init(CWnd* pParent = NULL); // Dialog Data //{{AFX_DATA(CEditPSLight) enum { IDD = IDD_PS_LIGHT }; // NOTE: the ClassWizard will add data members here //}}AFX_DATA // Overrides // ClassWizard generated virtual function overrides //{{AFX_VIRTUAL(CEditPSLight) protected: virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support //}}AFX_VIRTUAL // Implementation protected: CParticleWorkspace::CNode *_Node; NL3D::CPSLight *_Light; CAttribDlgRGBA *_ColorDlg; CAttribDlgFloat *_AttenStartDlg; CAttribDlgFloat *_AttenEndDlg; // Generated message map functions //{{AFX_MSG(CEditPSLight) // NOTE: the ClassWizard will add member functions here //}}AFX_MSG DECLARE_MESSAGE_MAP() /////////////////////////////////////// // wrapper to set the color of light // /////////////////////////////////////// struct CColorWrapper : public IPSWrapperRGBA, IPSSchemeWrapperRGBA { NL3D::CPSLight *L; NLMISC::CRGBA get(void) const { return L->getColor(); } void set(const NLMISC::CRGBA &v) { L->setColor(v); } scheme_type *getScheme(void) const { return L->getColorScheme(); } void setScheme(scheme_type *s) { L->setColorScheme(s); } } _ColorWrapper; /////////////////////////////////////// // wrapper to set start atten radius // /////////////////////////////////////// struct CAttenStartWrapper : public IPSWrapperFloat, IPSSchemeWrapperFloat { NL3D::CPSLight *L; float get(void) const { return L->getAttenStart(); } void set(const float &v) { L->setAttenStart(v); } scheme_type *getScheme(void) const { return L->getAttenStartScheme(); } void setScheme(scheme_type *s) { L->setAttenStartScheme(s); } } _AttenStartWrapper; /////////////////////////////////////// // wrapper to set end atten radius // /////////////////////////////////////// struct CAttenEndWrapper : public IPSWrapperFloat, IPSSchemeWrapperFloat { NL3D::CPSLight *L; float get(void) const { return L->getAttenEnd(); } void set(const float &v) { L->setAttenEnd(v); } scheme_type *getScheme(void) const { return L->getAttenEndScheme(); } void setScheme(scheme_type *s) { L->setAttenEndScheme(s); } } _AttenEndWrapper; }; //{{AFX_INSERT_LOCATION}} // Microsoft Visual C++ will insert additional declarations immediately before the previous line. #endif // !defined(AFX_EDIT_PS_LIGHT_H__6F00004D_F2A5_452E_9FC2_8188F9164613__INCLUDED_)