mirror of
https://port.numenaute.org/aleajactaest/khanat-code-old.git
synced 2024-11-14 11:19:03 +00:00
224 lines
8 KiB
C++
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_)
|