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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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00048f0d6d
--HG-- branch : develop
216 lines
8 KiB
C++
216 lines
8 KiB
C++
// 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_TREE_CTRL_H__9A55D046_3E95_49CC_99AC_8A4F268EDD33__INCLUDED_)
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#define AFX_PARTICLE_TREE_CTRL_H__9A55D046_3E95_49CC_99AC_8A4F268EDD33__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif
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#include "nel/misc/matrix.h"
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//
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#include "nel/3d/ps_particle.h"
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#include "nel/3d/ps_edit.h"
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#include "nel/3d/ps_located.h"
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//
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#include "particle_workspace.h"
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//
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#include <algorithm>
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#include <memory>
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class CParticleDlg;
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class CParticleWorkspace;
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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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}
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/////////////////////////////////////////////////////////////////////////////
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// CParticleTreeCtrl window
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class CParticleTreeCtrl : public CTreeCtrl, public CParticleWorkspace::IModificationCallback
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{
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// Construction
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public:
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CParticleTreeCtrl(CParticleDlg *);
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virtual ~CParticleTreeCtrl();
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// Attributes
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public:
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// Operations
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public:
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CParticleTreeCtrl)
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public:
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virtual BOOL OnCmdMsg(UINT nID, int nCode, void* pExtra, AFX_CMDHANDLERINFO* pHandlerInfo);
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//}}AFX_VIRTUAL
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// build the whole tree from a workspace
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void buildTreeFromWorkSpace(CParticleWorkspace &ws);
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/** build a portion of the tree using the given particle system
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* \return root of the built tree
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*/
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HTREEITEM buildTreeFromPS(CParticleWorkspace::CNode &node, HTREEITEM rootHandle, HTREEITEM prevSibling = TVI_LAST);
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/// Add a node from the given lcoated
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void createNodeFromLocated(NL3D::CPSLocated *loc, HTREEITEM rootHandle);
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/// Add a node from the given located bindable
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void createNodeFromLocatedBindable(NL3D::CPSLocatedBindable *lb, HTREEITEM rootHandle);
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// rebuild the located instance in the tree (after loading for example)
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void rebuildLocatedInstance(CParticleWorkspace::CNode &node);
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/// suppress located instance item, so that they don't have higher index than the new size
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void suppressLocatedInstanceNbItem(CParticleWorkspace::CNode &node, uint32 newSize);
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//
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void init(void);
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// move the current element by using the given matrix
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void moveElement(const NLMISC::CMatrix &mat);
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// get the matrix of the current element being selected, or identity if there's none
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NLMISC::CMatrix getElementMatrix(void) const;
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// reset the list of node in the tree (but don't delete the tree)
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void reset();
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//
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CParticleDlg *getParticleDlg() const { return _ParticleDlg; }
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protected:
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//{{AFX_MSG(CParticleTreeCtrl)
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afx_msg void OnSelchanged(NMHDR* pNMHDR, LRESULT* pResult);
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afx_msg void OnRButtonDown(UINT nFlags, CPoint point);
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afx_msg void OnEndlabeledit(NMHDR* pNMHDR, LRESULT* pResult);
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afx_msg void OnBeginlabeledit(NMHDR* pNMHDR, LRESULT* pResult);
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afx_msg void OnLButtonDblClk(UINT nFlags, CPoint point);
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afx_msg void OnKeydown(NMHDR* pNMHDR, LRESULT* pResult);
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afx_msg void OnKeyUp(UINT nChar, UINT nRepCnt, UINT nFlags);
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//}}AFX_MSG
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CImageList _ImageList; // the image list containing the icons
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// the dialog that contain us
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CParticleDlg *_ParticleDlg;
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public:
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/** this struct is used to identify the type of each node
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*/
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struct CNodeType
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{
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enum { located, particleSystem, locatedBindable, locatedInstance, workspace } Type;
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union
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{
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CParticleWorkspace *WS;
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NL3D::CPSLocated *Loc;
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NL3D::CPSLocatedBindable *Bind;
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CParticleWorkspace::CNode *PS;
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};
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// for the located instance type, this is the index of the instance
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uint32 LocatedInstanceIndex;
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// build node for a workspace
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CNodeType(CParticleWorkspace *ws) { nlassert(ws); WS = ws; Type = workspace; }
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// build node for a located
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CNodeType(NL3D::CPSLocated *loc) { nlassert(loc); Loc = loc; Type = located; }
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// build node for an instance of a located
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CNodeType(NL3D::CPSLocated *loc, uint32 index)
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{
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nlassert(loc);
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Loc = loc;
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Type = locatedInstance;
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LocatedInstanceIndex = index;
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}
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CNodeType(CParticleWorkspace::CNode *node)
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{
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PS = node;
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Type = particleSystem;
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}
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CNodeType(NL3D::CPSLocatedBindable *lb) { Bind = lb; Type = locatedBindable; }
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// Get the ps that owns that node (or NULL if it is a worspace)
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NL3D::CParticleSystem *getOwnerPS() const;
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};
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void setViewFilenameFlag(bool enabled);
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bool getViewFilenameFlag() const { return _ViewFilenameFlag; }
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// Update caption of a node
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void updateCaption(CParticleWorkspace::CNode &node);
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private:
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// instanciate a located in the given system , and return its nodetype and htreeitem
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std::pair<CNodeType *, HTREEITEM> createLocated(NL3D::CParticleSystem *ps, HTREEITEM headItem);
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// Compute caption to display for a particle system
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std::string computeCaption(CParticleWorkspace::CNode &node);
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// Compute caption to display for a workspace
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std::string computeCaption(CParticleWorkspace &workspace);
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// Compute a node caption from its filename, username & modified state
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std::string computeCaption(const std::string &path, const std::string &userName, bool modified);
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// Allow user to insert multiple PS in the workspace (prompt a file dialog to chose them)
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void insertNewPS(CParticleWorkspace &pws);
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// allow user to create a new particle system in the workspace
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void createNewPS(CParticleWorkspace &pws);
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// remove part of the tree and the associated CNodeType objects. IMPORTANT : DOES NOT update the matching elements in the ps that is being edited.
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void removeTreePart(HTREEITEM root);
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// get tree item from its matching CNodeType object
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HTREEITEM getTreeItem(CNodeType *nt) const;
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// get a tree item from a workspace node
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HTREEITEM getTreeItem(CParticleWorkspace::CNode *node) const;
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// Get the parent node in the workspace for the given element in the tree
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CParticleWorkspace::CNode *getOwnerNode(CNodeType *nt) const;
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// the last ps that had a selected instance in it
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NLMISC::CRefPtr<NL3D::CParticleSystem> _LastClickedPS;
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// Update right pane to edit the given element
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void updateRightPane(CNodeType &nt);
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// Matching infos for each nodes in the CTreeCtrl
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std::vector<CNodeType *> _NodeTypes;
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//
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std::unique_ptr<NL3D::CPSLocated> _LocatedCopy;
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std::unique_ptr<NL3D::CPSLocatedBindable> _LocatedBindableCopy;
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//
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DECLARE_MESSAGE_MAP()
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// from CParticleWorkspace::IModificationCallback
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virtual void nodeModifiedFlagChanged(CParticleWorkspace::CNode &node);
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// from CParticleWorkspace::IModificationCallback
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virtual void workspaceModifiedFlagChanged(CParticleWorkspace &ws);
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// from CParticleWorkspace::IModificationCallback
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virtual void nodeSkelParentChanged(CParticleWorkspace::CNode &node);
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HTREEITEM _LastActiveNode;
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bool _ViewFilenameFlag;
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public:
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// Update currently active node. Its node in the tree is displayed with bold characters.
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void setActiveNode(CParticleWorkspace::CNode *node);
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void touchPSState(CNodeType *nt);
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void sortWorkspace(CParticleWorkspace &ws, CParticleWorkspace::ISort &sorter);
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// delete the current selected node, and update the edited ps acoordingly
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void deleteSelection();
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void expandRoot();
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void updateAllCaptions();
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void removeAllPS(CParticleWorkspace &ws);
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};
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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_TREE_CTRL_H__9A55D046_3E95_49CC_99AC_8A4F268EDD33__INCLUDED_)
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