khanat-opennel-code/code/nel/tools/3d/object_viewer/particle_dlg.h
Guillaume Dupuy 6f1197d633 Allow target to work with sheetName and a quiet option
HG : Enter commit message.  Lines beginning with 'HG:' are removed.
2016-11-28 00:54:33 +01:00

224 lines
8 KiB
C++

// 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_DLG_H__AD58E337_952E_4C0D_A6D8_F87AFFEA3A24__INCLUDED_)
#define AFX_PARTICLE_DLG_H__AD58E337_952E_4C0D_A6D8_F87AFFEA3A24__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// particle_dlg.h : header file
//
#include "object_viewer.h"
#include "particle_tree_ctrl.h"
#include "nel/misc/matrix.h"
#include "particle_workspace.h"
namespace NL3D
{
class CParticleSystem;
class CParticleSystemModel;
class CFontManager;
class CFontGenerator;
};
class CStartStopParticleSystem;
class CSceneDlg;
class CParticleTreeCtrl;
class CMainFrame;
class CAnimationDlg;
/////////////////////////////////////////////////////////////////////////////
// CParticleDlg dialog
class CParticleDlg : public CDialog, public CObjectViewer::IMainLoopCallBack
{
// Construction
public:
CParticleDlg::CParticleDlg(class CObjectViewer* main, CWnd *pParent, CMainFrame* mainFrame, CAnimationDlg *animDLG);
~CParticleDlg();
void setRightPane(CWnd *pane);
BOOL Create(UINT nIDTemplate, CWnd* pParentWnd = NULL);
// Dialog Data
//{{AFX_DATA(CParticleDlg)
enum { IDD = IDD_PARTICLE };
//}}AFX_DATA
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CParticleDlg)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
virtual LRESULT WindowProc(UINT message, WPARAM wParam, LPARAM lParam);
//}}AFX_VIRTUAL
// Implementation
public:
// the tree for viewing the system
CParticleTreeCtrl *ParticleTreeCtrl;
// inherited from CObjectViewer::IMainLoopCallBack
void goPostRender();
void goPreRender() {}
public:
friend class CParticleTreeCtrl;
/** Active a new node of the workspace
* Current active node is ready for edition.
* Its bbox is displayed.
*/
void setActiveNode(CParticleWorkspace::CNode *node);
// Get the node of the workspace that is currently active
CParticleWorkspace::CNode *getActiveNode() const { return _ActiveNode; }
// Get the particle system model that is currently active
NL3D::CParticleSystemModel *getActivePSM() const { return _ActiveNode ? _ActiveNode->getPSModel() : NULL; }
// get matrix of current fx
const NLMISC::CMatrix &getPSMatrix() const;
// set matrix of current fx
void setPSMatrix(const NLMISC::CMatrix &mat);
// get world matrix of current fx
const NLMISC::CMatrix &getPSWorldMatrix() const;
// set world matrix of current fx
void setPSWorldMatrix(const NLMISC::CMatrix &mat);
// move the current selected element using the given matrix
void moveElement(const NLMISC::CMatrix &mat);
// get the matrix of the current selected element selected, or identity if there's none
NLMISC::CMatrix getElementMatrix(void) const;
// the scene dialog
CMainFrame *MainFrame;
// the fonts used for particle edition
NL3D::CFontManager *FontManager;
NL3D::CFontGenerator *FontGenerator;
// get the current right pane of the editor (NULL if none)
CWnd *getRightPane(void) { return CurrentRightPane; }
const CWnd *getRightPane(void) const { return CurrentRightPane; }
// auto bbox for fx
void setAutoBBox(bool enable) { _AutoUpdateBBox = enable; }
bool getAutoBBox() const { return _AutoUpdateBBox; }
// reset the auto bbox
void resetAutoBBox() { _EmptyBBox = true; }
// get the object viewer instance
CObjectViewer *getObjectViewer() const { return _ObjView; }
/** Stick the current edited fx to a skeleton.
* This also reset the fx matrix, and prevent from changing it.
*/
void stickPSToSkeleton(CParticleWorkspace::CNode *node,
NL3D::CSkeletonModel *skel,
uint bone,
const std::string &parentSkelName, // -> saved in the workspace
const std::string &parentBoneName
);
// unstick the current edited fx from its parent skeleton (if there's one)
void unstickPSFromSkeleton(CParticleWorkspace::CNode *node);
// return true is the current edited fx is sticked to a skeleton.
bool isPSStickedToSkeleton() const { return _ActiveNode != NULL ? _ActiveNode->getParentSkel() != NULL : false; }
CParticleWorkspace *getParticleWorkspace() const { return _PW; }
// get a model from a ps pointer. The ps must belong to the workspace
NL3D::CParticleSystemModel *getModelFromPS(NL3D::CParticleSystem *ps) const;
CStartStopParticleSystem *StartStopDlg;
// set text of the status bar
void setStatusBarText(CString &str);
// Check if the current workspace has been modified, and prompt the user to save it if so
void checkModifiedWorkSpace();
// Load a new particle workspace (without asking if current workspace has been modified)
void loadWorkspace(const std::string &fullPath);
protected:
CStatusBar _StatusBar;
CObjectViewer *_ObjView;
CParticleWorkspace *_PW;
// currently active node of the workspace
CParticleWorkspace::CNode *_ActiveNode;
// the current system that is being edited
//NL3D::CParticleSystem *_CurrPS;
// the current model that holds our system
//NL3D::CParticleSystemModel *_CurrSystemModel;
// the system bbox must be updated automatically
bool _AutoUpdateBBox;
// the last computed bbox for the system
bool _EmptyBBox;
NLMISC::CAABBox _CurrBBox;
// the current right pane of the editor
CWnd *CurrentRightPane;
sint32 CurrRightPaneWidth, CurrRightPaneHeight;
CRect getTreeRect(int cx, int cy) const;
// Generated message map functions
//{{AFX_MSG(CParticleDlg)
afx_msg void OnDestroy();
virtual BOOL OnInitDialog();
afx_msg void OnSize(UINT nType, int cx, int cy);
afx_msg void OnShowWindow(BOOL bShow, UINT nStatus);
afx_msg void OnChar(UINT nChar, UINT nRepCnt, UINT nFlags);
afx_msg void OnCreateNewPsWorkspace();
afx_msg void OnLoadPSWorkspace();
afx_msg void OnSaveAllPsWorkspace();
afx_msg void OnSavePsWorkspace();
afx_msg void OnViewPsFilename();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
// Save the workspace structure
void saveWorkspaceStructure();
// Save the workspace content
void saveWorkspaceContent(bool askToSaveModifiedPS);
// Cloase the workspace without saving or asking the user
void closeWorkspace();
public:
/** Save a single particle system
* \param askToContinueWhenError If an error occurs, the user will be asked if loading must continue (if there are other ps to save)
* \return true if loading should continue for remaining ps, false if loading failed and if user didn't want to continue loading
*/
bool savePS(HWND parent, CParticleWorkspace::CNode &ps, bool askToContinueWhenError);
bool savePSAs(HWND parent, CParticleWorkspace::CNode &ps, const std::string &fullPath, bool askToContinueWhenError);
// Enum to describe the behaviour of loadPS
enum TLoadPSBehav
{
Silent, // loading error are not prompted
ReportError, // report error
ReportErrorSkippable // report error and ask if the user want errors to be reported again
};
/** Try to load a particle system. Prompt msg as necessary for error loading
* \param behav Behaviour in case of error
* \return true if the user want see further error (e.g he hasn't checked the 'don't show egain' message box.
*/
bool loadPS(HWND parent, CParticleWorkspace::CNode &ps, TLoadPSBehav behav);
//
uint computeStatusBarWidth() const;
void updateMenu();
};
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_PARTICLE_DLG_H__AD58E337_952E_4C0D_A6D8_F87AFFEA3A24__INCLUDED_)