2017-03-15 19:29:34 +00:00
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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_EDIT_PS_LIGHT_H__6F00004D_F2A5_452E_9FC2_8188F9164613__INCLUDED_)
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#define AFX_EDIT_PS_LIGHT_H__6F00004D_F2A5_452E_9FC2_8188F9164613__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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// edit_ps_light.h : header file
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//
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#include "nel/3d/ps_light.h"
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//
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#include "ps_wrapper.h"
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#include "particle_workspace.h"
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class CAttribDlgFloat;
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class CAttribDlgRGBA;
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/* Edition of dynamic lights attributes in a particle system
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*
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2003
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*/
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class CEditPSLight : public CDialog
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{
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// Construction
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public:
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CEditPSLight(CParticleWorkspace::CNode *ownerNode, NL3D::CPSLight *light); // standard constructor
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~CEditPSLight();
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void init(CWnd* pParent = NULL);
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// Dialog Data
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//{{AFX_DATA(CEditPSLight)
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enum { IDD = IDD_PS_LIGHT };
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// NOTE: the ClassWizard will add data members here
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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(CEditPSLight)
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protected:
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virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
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//}}AFX_VIRTUAL
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// Implementation
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protected:
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CParticleWorkspace::CNode *_Node;
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NL3D::CPSLight *_Light;
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CAttribDlgRGBA *_ColorDlg;
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CAttribDlgFloat *_AttenStartDlg;
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CAttribDlgFloat *_AttenEndDlg;
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// Generated message map functions
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//{{AFX_MSG(CEditPSLight)
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// NOTE: the ClassWizard will add member functions here
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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///////////////////////////////////////
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// wrapper to set the color of light //
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///////////////////////////////////////
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struct CColorWrapper : public IPSWrapperRGBA, IPSSchemeWrapperRGBA
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{
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NL3D::CPSLight *L;
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NLMISC::CRGBA get(void) const { return L->getColor(); }
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void set(const NLMISC::CRGBA &v) { L->setColor(v); }
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scheme_type *getScheme(void) const { return L->getColorScheme(); }
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void setScheme(scheme_type *s) { L->setColorScheme(s); }
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} _ColorWrapper;
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///////////////////////////////////////
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// wrapper to set start atten radius //
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///////////////////////////////////////
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struct CAttenStartWrapper : public IPSWrapperFloat, IPSSchemeWrapperFloat
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{
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NL3D::CPSLight *L;
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float get(void) const { return L->getAttenStart(); }
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void set(const float &v) { L->setAttenStart(v); }
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scheme_type *getScheme(void) const { return L->getAttenStartScheme(); }
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void setScheme(scheme_type *s) { L->setAttenStartScheme(s); }
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} _AttenStartWrapper;
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///////////////////////////////////////
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// wrapper to set end atten radius //
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///////////////////////////////////////
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struct CAttenEndWrapper : public IPSWrapperFloat, IPSSchemeWrapperFloat
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{
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NL3D::CPSLight *L;
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float get(void) const { return L->getAttenEnd(); }
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void set(const float &v) { L->setAttenEnd(v); }
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scheme_type *getScheme(void) const { return L->getAttenEndScheme(); }
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void setScheme(scheme_type *s) { L->setAttenEndScheme(s); }
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} _AttenEndWrapper;
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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_EDIT_PS_LIGHT_H__6F00004D_F2A5_452E_9FC2_8188F9164613__INCLUDED_)
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