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225 lines
8 KiB
C
225 lines
8 KiB
C
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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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 Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#if !defined(AFX_PARTICLE_DLG_H__AD58E337_952E_4C0D_A6D8_F87AFFEA3A24__INCLUDED_)
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#define AFX_PARTICLE_DLG_H__AD58E337_952E_4C0D_A6D8_F87AFFEA3A24__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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// particle_dlg.h : header file
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//
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#include "object_viewer.h"
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#include "particle_tree_ctrl.h"
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#include "nel/misc/matrix.h"
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#include "particle_workspace.h"
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namespace NL3D
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{
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class CParticleSystem;
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class CParticleSystemModel;
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class CFontManager;
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class CFontGenerator;
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};
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class CStartStopParticleSystem;
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class CSceneDlg;
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class CParticleTreeCtrl;
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class CMainFrame;
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class CAnimationDlg;
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/////////////////////////////////////////////////////////////////////////////
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// CParticleDlg dialog
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class CParticleDlg : public CDialog, public CObjectViewer::IMainLoopCallBack
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{
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// Construction
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public:
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CParticleDlg::CParticleDlg(class CObjectViewer* main, CWnd *pParent, CMainFrame* mainFrame, CAnimationDlg *animDLG);
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~CParticleDlg();
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void setRightPane(CWnd *pane);
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BOOL Create(UINT nIDTemplate, CWnd* pParentWnd = NULL);
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// Dialog Data
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//{{AFX_DATA(CParticleDlg)
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enum { IDD = IDD_PARTICLE };
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//}}AFX_DATA
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CParticleDlg)
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protected:
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virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
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virtual LRESULT WindowProc(UINT message, WPARAM wParam, LPARAM lParam);
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//}}AFX_VIRTUAL
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// Implementation
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public:
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// the tree for viewing the system
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CParticleTreeCtrl *ParticleTreeCtrl;
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// inherited from CObjectViewer::IMainLoopCallBack
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void goPostRender();
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void goPreRender() {}
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public:
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friend class CParticleTreeCtrl;
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/** Active a new node of the workspace
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* Current active node is ready for edition.
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* Its bbox is displayed.
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*/
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void setActiveNode(CParticleWorkspace::CNode *node);
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// Get the node of the workspace that is currently active
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CParticleWorkspace::CNode *getActiveNode() const { return _ActiveNode; }
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// Get the particle system model that is currently active
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NL3D::CParticleSystemModel *getActivePSM() const { return _ActiveNode ? _ActiveNode->getPSModel() : NULL; }
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// get matrix of current fx
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const NLMISC::CMatrix &getPSMatrix() const;
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// set matrix of current fx
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void setPSMatrix(const NLMISC::CMatrix &mat);
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// get world matrix of current fx
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const NLMISC::CMatrix &getPSWorldMatrix() const;
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// set world matrix of current fx
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void setPSWorldMatrix(const NLMISC::CMatrix &mat);
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// move the current selected element using the given matrix
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void moveElement(const NLMISC::CMatrix &mat);
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// get the matrix of the current selected element selected, or identity if there's none
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NLMISC::CMatrix getElementMatrix(void) const;
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// the scene dialog
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CMainFrame *MainFrame;
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// the fonts used for particle edition
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NL3D::CFontManager *FontManager;
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NL3D::CFontGenerator *FontGenerator;
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// get the current right pane of the editor (NULL if none)
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CWnd *getRightPane(void) { return CurrentRightPane; }
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const CWnd *getRightPane(void) const { return CurrentRightPane; }
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// auto bbox for fx
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void setAutoBBox(bool enable) { _AutoUpdateBBox = enable; }
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bool getAutoBBox() const { return _AutoUpdateBBox; }
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// reset the auto bbox
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void resetAutoBBox() { _EmptyBBox = true; }
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// get the object viewer instance
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CObjectViewer *getObjectViewer() const { return _ObjView; }
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/** Stick the current edited fx to a skeleton.
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* This also reset the fx matrix, and prevent from changing it.
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*/
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void stickPSToSkeleton(CParticleWorkspace::CNode *node,
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NL3D::CSkeletonModel *skel,
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uint bone,
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const std::string &parentSkelName, // -> saved in the workspace
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const std::string &parentBoneName
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);
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// unstick the current edited fx from its parent skeleton (if there's one)
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void unstickPSFromSkeleton(CParticleWorkspace::CNode *node);
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// return true is the current edited fx is sticked to a skeleton.
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bool isPSStickedToSkeleton() const { return _ActiveNode != NULL ? _ActiveNode->getParentSkel() != NULL : false; }
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CParticleWorkspace *getParticleWorkspace() const { return _PW; }
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// get a model from a ps pointer. The ps must belong to the workspace
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NL3D::CParticleSystemModel *getModelFromPS(NL3D::CParticleSystem *ps) const;
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CStartStopParticleSystem *StartStopDlg;
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// set text of the status bar
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void setStatusBarText(CString &str);
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// Check if the current workspace has been modified, and prompt the user to save it if so
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void checkModifiedWorkSpace();
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// Load a new particle workspace (without asking if current workspace has been modified)
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void loadWorkspace(const std::string &fullPath);
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protected:
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CStatusBar _StatusBar;
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CObjectViewer *_ObjView;
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CParticleWorkspace *_PW;
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// currently active node of the workspace
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CParticleWorkspace::CNode *_ActiveNode;
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// the current system that is being edited
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//NL3D::CParticleSystem *_CurrPS;
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// the current model that holds our system
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//NL3D::CParticleSystemModel *_CurrSystemModel;
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// the system bbox must be updated automatically
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bool _AutoUpdateBBox;
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// the last computed bbox for the system
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bool _EmptyBBox;
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NLMISC::CAABBox _CurrBBox;
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// the current right pane of the editor
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CWnd *CurrentRightPane;
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sint32 CurrRightPaneWidth, CurrRightPaneHeight;
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CRect getTreeRect(int cx, int cy) const;
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// Generated message map functions
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//{{AFX_MSG(CParticleDlg)
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afx_msg void OnDestroy();
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virtual BOOL OnInitDialog();
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afx_msg void OnSize(UINT nType, int cx, int cy);
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afx_msg void OnShowWindow(BOOL bShow, UINT nStatus);
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afx_msg void OnChar(UINT nChar, UINT nRepCnt, UINT nFlags);
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afx_msg void OnCreateNewPsWorkspace();
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afx_msg void OnLoadPSWorkspace();
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afx_msg void OnSaveAllPsWorkspace();
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afx_msg void OnSavePsWorkspace();
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afx_msg void OnViewPsFilename();
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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// Save the workspace structure
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void saveWorkspaceStructure();
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// Save the workspace content
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void saveWorkspaceContent(bool askToSaveModifiedPS);
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// Cloase the workspace without saving or asking the user
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void closeWorkspace();
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public:
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/** Save a single particle system
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* \param askToContinueWhenError If an error occurs, the user will be asked if loading must continue (if there are other ps to save)
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* \return true if loading should continue for remaining ps, false if loading failed and if user didn't want to continue loading
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*/
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bool savePS(HWND parent, CParticleWorkspace::CNode &ps, bool askToContinueWhenError);
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bool savePSAs(HWND parent, CParticleWorkspace::CNode &ps, const std::string &fullPath, bool askToContinueWhenError);
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// Enum to describe the behaviour of loadPS
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enum TLoadPSBehav
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{
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Silent, // loading error are not prompted
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ReportError, // report error
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ReportErrorSkippable // report error and ask if the user want errors to be reported again
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};
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/** Try to load a particle system. Prompt msg as necessary for error loading
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* \param behav Behaviour in case of error
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* \return true if the user want see further error (e.g he hasn't checked the 'don't show egain' message box.
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*/
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bool loadPS(HWND parent, CParticleWorkspace::CNode &ps, TLoadPSBehav behav);
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//
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uint computeStatusBarWidth() const;
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void updateMenu();
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};
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_PARTICLE_DLG_H__AD58E337_952E_4C0D_A6D8_F87AFFEA3A24__INCLUDED_)
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