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Initial commit of Command & Conquer Renegade source code.
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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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 General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (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 General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Max2W3d *
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* *
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* $Archive:: /Commando/Code/Tools/max2w3d/GMaxMtlDlg.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 3/19/02 4:18p $*
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* *
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* $Revision:: 9 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef GMAXMTLDLG_H
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#define GMAXMTLDLG_H
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#if defined W3D_GMAXDEV
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class GameMtl;
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class GameMtlPassDlg;
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#include "imtledit.h"
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#include "FPMatNav.h"
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#include "Ref.h"
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#include "Notify.h"
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////////////////////////////////////////////////////////////////////////
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// GMaxMtlDlg
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//
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// Dialog box interface in the material editor for GameMtl
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// This is basically a cannibalized version of the Standard
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// Max material's dialog.
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//
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////////////////////////////////////////////////////////////////////////
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#define FPMATNAV_INTERFACE Interface_ID(0x60151ad4, 0x3b325af3)
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class GMaxMtlDlg: public ParamDlg , public IFPMatNav //,public ReferenceMaker
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{
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public:
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void DestroyDialog();
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////////////////////////////////////////////////////////////////////////
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// Methods
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////////////////////////////////////////////////////////////////////////
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GMaxMtlDlg(HWND hwMtlEdit, IMtlParams *imp, GameMtl *m);
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~GMaxMtlDlg();
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//============================================================================================
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virtual void Launch(void);
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virtual void SetMultiMaterialTabBySlot( int iSlot, int iSubMtlTexIndex, int iElement );
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virtual void SetMaterialTabBySlot( int iSlot, int iElement );
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virtual void SetMultiMaterialBySlot( int iSlot, int iIndex );
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virtual void SetMaterialBySlot( int iSlot );
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//============================================================================================
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// From ParamDlg:
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Class_ID ClassID(void);
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void SetThing(ReferenceTarget *m);
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ReferenceTarget* GetThing(void) { return (ReferenceTarget*)TheMtl; }
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void DeleteThis() { delete this; }
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void SetTime(TimeValue t);
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void ReloadDialog(void);
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void ActivateDlg(BOOL onOff);
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void Invalidate(void);
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void Update_Display(void) {GetCOREInterface()->ForceCompleteRedraw(TRUE);}
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void Reset(GameMtl* mtl);
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void Reinitialize(GameMtl* new_mtl, bool update_multimtl = true);
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void SetMultimaterial(Mtl* mtl){Game_multi_mtl = mtl; Current_Submtl_Index = 0;}
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void DoMaterialNavigator();
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void DoGetMaterial();
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void ApplyToSelection(GameMtl* mtl);
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void DoNewMaterial();
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void DeleteMtl();
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void DeleteAllSceneMtl();
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void AddToolTip(HWND hControl, UINT strID);
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void LoadButtonBitmaps(HWND hDlg);
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void DeleteNodeMaterial(INode* node, MtlBase* mtl);
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void ShowHideControls();
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void NextSibling();
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void PreviousSibling();
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void SetCurrentPage(int i){CurrentPage = i;}
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bool HasMultiMtl(){return Game_multi_mtl != NULL;}
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void SetMtl(GameMtl* mtl){TheMtl = mtl;}
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GameMtl* GetMtl(){return TheMtl;}
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bool IsVisible(){ return HwndEdit && IsWindowVisible(HwndEdit);}
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GameMtl* ConvertStdMtl(Mtl* stdmtl);
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////////////////////////////////////////////////////////////////////////
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// Max interface pointer
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////////////////////////////////////////////////////////////////////////
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Interface* Ip;
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protected:
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void Build_Dialog(HWND hParent = NULL);
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void Make_PropertySheet(HWND hParent);
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void Make_Floater(HWND hParent);
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Mtl* Game_multi_mtl;
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HBITMAP HGetMtlBmp;
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HBITMAP HBrowseMtlBmp;
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HBITMAP HAssignMtlBmp;
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HBITMAP HDeleteMtlBmp;
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HBITMAP HNewMtlBmp;
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HBITMAP HNextSiblingBmp;
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HBITMAP HPreviousSiblingBmp;
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int Current_Submtl_Index; //
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bool DontShowMtlType; //
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bool DontShowDeleteAll; //
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int CurrentPage; //Which prop page is currently active
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BOOL DisplacementMapProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
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BOOL SurfaceTypeProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
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BOOL PassCountProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
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void Set_Pass_Count_Dialog(void);
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enum { MAX_PASSES = 4 };
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////////////////////////////////////////////////////////////////////////
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// Windows handles
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////////////////////////////////////////////////////////////////////////
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HWND HwndEdit; // window handle of the materials editor dialog
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HWND HwndPassCount; // Rollup pass count panel
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HWND HwndSurfaceType; // Rollup surface type panel
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HWND HwndDisplacementMap;
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HPALETTE HpalOld;
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GameMtlPassDlg * PassDialog[MAX_PASSES];
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////////////////////////////////////////////////////////////////////////
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// Material dialog interface
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////////////////////////////////////////////////////////////////////////
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IMtlParams * IParams; // interface to the material editor
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GameMtl * TheMtl; // current mtl being edited.
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////////////////////////////////////////////////////////////////////////
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// Member variables
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////////////////////////////////////////////////////////////////////////
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TimeValue CurTime;
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int IsActive;
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friend BOOL CALLBACK DisplacementMapDlgProc(HWND, UINT, WPARAM,LPARAM);
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friend BOOL CALLBACK SurfaceTypePanelDlgProc(HWND, UINT, WPARAM,LPARAM);
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friend BOOL CALLBACK PassCountPanelDlgProc(HWND, UINT, WPARAM,LPARAM);
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friend class GameMtl;
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};
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GameMtl* GetMtlFromSelection();
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#endif
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#endif
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