SBSPSS/Utils/MapEdit/LayerTrigger.cpp

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/*********************/
/*** Layer Trigger ***/
/*********************/
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#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 "LayerThing.h"
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#include "LayerTrigger.h"
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#include "Utils.h"
#include "Export.h"
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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CLayerTrigger::CLayerTrigger(sLayerDef &Def)
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{
InitLayer(Def);
}
/*****************************************************************************/
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void CLayerTrigger::InitLayer(sLayerDef &Def)
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{
ThingBank=new CElemBank(-1,-1,false,CElem::CentreModeLR | CElem::CentreModeB);
CLayerThing::InitLayer(Def);
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LoadThingScript(theApp.GetConfigStr("LayerScript","TriggerScript"));
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}
/*****************************************************************************/
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void CLayerTrigger::InitSubView(CCore *Core)
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{
}
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/*****************************************************************************/
void CLayerTrigger::RenderThing(CCore *Core,Vector3 &ThisCam,sLayerThing &ThisThing,bool Render3d,bool Selected)
{
float ZoomW=Core->GetZoomW();
float ZoomH=Core->GetZoomH();
Vector3 &Scale=Core->GetScaleVector();
Vector3 ScrOfs(ZoomW/2,ZoomH/2,0);
float Col=0.8f,A=0.8f;
glColor4f(1,1,1,0.8f);
if (Selected)
{
Col=1.0f;
A=0.8f;
glColor4f(1,1,1,1.0f); // For number
}
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glScalef(Scale.x,Scale.y,Scale.z);
glTranslatef(-ThisCam.x,ThisCam.y,0); // Set scroll offset
glTranslatef(-ScrOfs.x,ScrOfs.y,0); // Bring to top left corner
glTranslatef(ThisThing.XY[0].x,-ThisThing.XY[0].y,0); // Set Pos
Core->RenderNumber(0);
glEnable(GL_DEPTH_TEST);
float W=(ThisThing.Data.Width);
float H=-(ThisThing.Data.Height);
// Draw Box
glBegin (GL_QUADS);
glColor4f(0,Col-0.25f,0,A);
glVertex3f(0,0+1,0);
glVertex3f(W,0+1,0);
glVertex3f(W,H+1,0);
glVertex3f(0,H+1,0);
glEnd();
// Draw OutLine
glBegin(GL_LINES);
glColor4f(Col,Col,Col,A);
glVertex3f( 0,0+1,0);
glVertex3f( W,0+1,0);
glVertex3f( W,0+1,0);
glVertex3f( W,H+1,0);
glVertex3f( W,H+1,0);
glVertex3f( 0,H+1,0);
glVertex3f( 0,H+1,0);
glVertex3f( 0,0+1,0);
glEnd();
glDisable(GL_DEPTH_TEST);
glPopMatrix();
}
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/*****************************************************************************/
/*** Gui *********************************************************************/
/*****************************************************************************/
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void CLayerTrigger::GUIInit(CCore *Core)
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{
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GUITrigger.DisableCallback(true);
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Core->GUIAdd(GUIThing,IDD_LAYER_THING);
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Core->GUIAdd(GUITrigger,IDD_LAYER_TRIGGER);
GUITrigger.DisableCallback(false);
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GUITrigger.m_WidthSpin.SetRange(1,255);
GUITrigger.m_HeightSpin.SetRange(1,255);
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}
/*****************************************************************************/
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void CLayerTrigger::GUIKill(CCore *Core)
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{
Core->GUIRemove(GUIThing,IDD_LAYER_THING);
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Core->GUIRemove(GUITrigger,IDD_LAYER_TRIGGER);
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}
/*****************************************************************************/
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void CLayerTrigger::GUIUpdate(CCore *Core)
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{
int i,ListSize;
CComboBox &List=GUIThing.m_DefList;
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// Setup Def Trigger List
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ListSize=DefList.size();
List.ResetContent();
for (i=0; i<ListSize; i++)
{
List.AddString(DefList[i].Name);
}
List.SetCurSel(CurrentDefThing);
GUIThingUpdate();
}
/*****************************************************************************/
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void CLayerTrigger::GUIThingDefClear()
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{
CComboBox &List=GUIThing.m_DefList;
CurrentDefThing=-1;
List.SetCurSel(CurrentDefThing);
}
/*****************************************************************************/
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void CLayerTrigger::GUIThingUpdate(bool OnlySel)
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{
GUIThingUpdateList(GUIThing.m_List,false);
// Params
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GUITrigger.DisableCallback(true);
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if (CurrentThing!=-1)
{
sLayerThing &ThisThing=ThingList[CurrentThing];
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GUITrigger.SetVal(GUITrigger.m_Width,ThisThing.Data.Width);
GUITrigger.SetVal(GUITrigger.m_Height,ThisThing.Data.Height);
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}
else
{
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GUITrigger.m_Width.SetWindowText("");
GUITrigger.m_Height.SetWindowText("");
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}
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GUITrigger.DisableCallback(false);
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}
/*****************************************************************************/
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void CLayerTrigger::GUIThingPointUpdate(bool OnlySel)
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{
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// GUIThingPointUpdateList(GUIThingPos.m_List,OnlySel);
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}
/*****************************************************************************/
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void CLayerTrigger::GUIChanged(CCore *Core)
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{
if (CurrentThing!=-1)
{
sLayerThing &ThisThing=ThingList[CurrentThing];
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ThisThing.Data.Width=GUITrigger.GetVal(GUITrigger.m_Width);
ThisThing.Data.Height=GUITrigger.GetVal(GUITrigger.m_Height);
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}
}
/*****************************************************************************/
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void CLayerTrigger::SetThingParams(sLayerThing &Thing)
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{
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Thing.Data.WaypointCount=1;
if (Thing.Data.Width<1) Thing.Data.Width=1;
if (Thing.Data.Height<1) Thing.Data.Height=1;
// Thing.XY.resize(1);
}