SBSPSS/Utils/MapEdit/LayerShade.cpp

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/*******************/
/*** Layer Shade ***/
/*******************/
#include "stdafx.h"
#include <Vector3.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include "GLEnabledView.h"
#include "MapEdit.h"
#include "MapEditDoc.h"
#include "MapEditView.h"
#include "MainFrm.h"
#include "Core.h"
#include "Layer.h"
#include "LayerShade.h"
#include "Utils.h"
#include "Select.h"
#include "Export.h"
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#include "GUILayerShade.h"
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/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
// New Layer
CLayerShade::CLayerShade(int _SubType,int _Width,int _Height)
{
SubType=_SubType;
SetDefaultParams();
Width=TileLayerMinWidth+(_Width-TileLayerMinWidth)/ScaleFactor;
Height=TileLayerMinHeight+(_Height-TileLayerMinHeight)/ScaleFactor;
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RGB[0].rgbRed=255; RGB[0].rgbGreen=255; RGB[0].rgbBlue=255;
RGB[1].rgbRed=255; RGB[1].rgbGreen=0; RGB[1].rgbBlue=0;
RGB[2].rgbRed=0; RGB[2].rgbGreen=255; RGB[2].rgbBlue=0;
RGB[3].rgbRed=0; RGB[3].rgbGreen=0; RGB[3].rgbBlue=255;
Count=2;
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}
/*****************************************************************************/
// Load Layer
CLayerShade::CLayerShade(CFile *File,int Version)
{
Load(File,Version);
}
/*****************************************************************************/
CLayerShade::~CLayerShade()
{
}
/*****************************************************************************/
void CLayerShade::Load(CFile *File,int Version)
{
File->Read(&Render3dFlag,sizeof(BOOL));
File->Read(&ScaleFactor,sizeof(float));
File->Read(&ResizeFlag,sizeof(BOOL));
File->Read(&VisibleFlag,sizeof(BOOL));
File->Read(&SubType,sizeof(int));
File->Read(&Width,sizeof(int));
File->Read(&Height,sizeof(int));
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if (Version==2)
{
File->Read(&RGB[0],sizeof(RGBQUAD));
File->Read(&RGB[1],sizeof(RGBQUAD));
}
else
{
File->Read(&Count,sizeof(int));
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if (Count<2) Count=2;
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for (int i=0; i<LAYER_SHADE_RGB_MAX; i++)
{
File->Read(&Pos[i],sizeof(int));
File->Read(&RGB[i],sizeof(RGBQUAD));
}
}
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TRACE1("%s\t",GetName());
TRACE1("Scl:%g\t",ScaleFactor);
TRACE1("%i\n",VisibleFlag);
}
/*****************************************************************************/
void CLayerShade::Save(CFile *File)
{
// Always Save current version
File->Write(&Render3dFlag,sizeof(BOOL));
File->Write(&ScaleFactor,sizeof(float));
File->Write(&ResizeFlag,sizeof(BOOL));
File->Write(&VisibleFlag,sizeof(BOOL));
File->Write(&SubType,sizeof(SubType));
File->Write(&Width,sizeof(int));
File->Write(&Height,sizeof(int));
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File->Write(&Count,sizeof(int));
for (int i=0; i<LAYER_SHADE_RGB_MAX; i++)
{
File->Write(&Pos[i],sizeof(int));
File->Write(&RGB[i],sizeof(RGBQUAD));
}
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}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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void CLayerShade::Render(CCore *Core,Vector3 &CamPos,bool Is3d)
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{
Vector3 ThisCam=Core->OffsetCam(CamPos,GetScaleFactor());
float ZoomW=Core->GetZoomW();
float ZoomH=Core->GetZoomH();
float ScrOfsX=(ZoomW/2);
float ScrOfsY=(ZoomH/2);
Vector3 &Scale=Core->GetScaleVector();
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int ThisCount=Count-1;
float X0=0;
float X1=Width;
float Y=(0+1);
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float YInc=(float)Height/(float)ThisCount;
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glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glScalef(Scale.x,Scale.y,Scale.z);
glTranslatef(-ThisCam.x,ThisCam.y,0); // Set scroll offset
glTranslatef(-ScrOfsX,ScrOfsY,0); // Bring to top left corner
glBegin (GL_QUADS);
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for (int i=0; i<ThisCount; i++)
{
glColor3ub(RGB[i+0].rgbRed,RGB[i+0].rgbGreen,RGB[i+0].rgbBlue);
glVertex3f( X0,Y,0.0f);
glVertex3f( X1,Y,0.0f);
Y-=YInc;
glColor3ub(RGB[i+1].rgbRed,RGB[i+1].rgbGreen,RGB[i+1].rgbBlue);
glVertex3f( X1,Y,0.0f);
glVertex3f( X0,Y,0.0f);
}
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glEnd();
glPopMatrix();
}
/*****************************************************************************/
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bool CLayerShade::Resize(int _Width,int _Height)
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{
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Width=TileLayerMinWidth+(_Width-TileLayerMinWidth)/ScaleFactor;
Height=TileLayerMinHeight+(_Height-TileLayerMinHeight)/ScaleFactor;
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return(true);
}
/*****************************************************************************/
/*** Gui *********************************************************************/
/*****************************************************************************/
void CLayerShade::GUIInit(CCore *Core)
{
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Core->GUIAdd(GUI,IDD_LAYER_SHADE);
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for (int i=0; i<LAYER_SHADE_MAX; i++)
{
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GUI.SetRGB(RGB[i],i);
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}
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GUI.SetCount(Count);
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}
/*****************************************************************************/
void CLayerShade::GUIKill(CCore *Core)
{
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Core->GUIRemove(GUI,IDD_LAYER_SHADE);
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}
/*****************************************************************************/
void CLayerShade::GUIUpdate(CCore *Core)
{
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GUI.CheckData();
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}
/*****************************************************************************/
void CLayerShade::GUIChanged(CCore *Core)
{
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for (int i=0; i<LAYER_SHADE_MAX; i++)
{
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GUI.GetRGB(RGB[i],i);
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}
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GUI.GetCount(Count);
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}
/*****************************************************************************/
/*** Functions ***************************************************************/
/*****************************************************************************/
void CLayerShade::Export(CCore *Core,CExport &Exp)
{
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Exp.ExportLayerHeader(LAYER_TYPE_SHADE,SubType,Width,Height);
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Exp.Write(&Count,sizeof(int));
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for (int i=0; i<LAYER_SHADE_RGB_MAX; i++)
{
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Exp.Write(&Pos[i],sizeof(int));
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Exp.Write(&RGB[i].rgbRed,sizeof(u8));
Exp.Write(&RGB[i].rgbGreen,sizeof(u8));
Exp.Write(&RGB[i].rgbBlue,sizeof(u8));
Exp.Write(&RGB[i].rgbRed,sizeof(u8)); // Pad
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}
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}