khanat-opennel-code/code/ryzom/client/src/prim_file.h

100 lines
2.2 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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/>.
#ifndef CL_PRIM_FILE_H
#define CL_PRIM_FILE_H
/////////////
// INCLUDE //
/////////////
// Ligo
#include "nel/ligo/primitive.h"
/// Prim file manager
class CPrimFileMgr
{
public:
/// Cstor
CPrimFileMgr ();
/// Release the prim file manager
void release (NL3D::UDriver &driver);
/// Load next prim file
void loadNext ()
{
if (_ShowPrim)
load (_PrimFile+1);
}
/// Load previous prim file
void loadPrevious ()
{
if (_ShowPrim)
load (_PrimFile-1);
}
/// Display the prim file
void display (NL3D::UDriver &driver);
/// Toggle show / hide
void toggleShowHide ()
{
_ShowPrim ^= true;
}
/// Change color
void changeColor ();
/// Current primitive name, "" if no primitive selected
std::string getCurrentPrimitive () const;
private:
// Load a new prim file
void load (sint primFileIndex);
// Change material color
void changeColor (uint &currentColor);
// Draw a 3d text
static void draw3dText (const NLMISC::CVector &pos, NL3D::UCamera cam, const char *text);
// Adjuste point height
static void adjustPosition (NLMISC::CVector &pos);
// Are we in Show prim mode?
bool _ShowPrim;
// Loaded ?
bool _Loaded;
// The selected prim file
sint _PrimFile;
// The current prim file pointer
NLLIGO::CPrimRegion _PrimRegion;
// The current material
NL3D::UMaterial _Material;
};
extern CPrimFileMgr PrimFiles;
#endif // CL_PRIM_FILE_H