SBSPSS/Utils/MapEdit/LayerActor.cpp

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/*******************/
/*** Layer Actor ***/
/*******************/
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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 "LayerActor.h"
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#include "Utils.h"
#include "Export.h"
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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CLayerActor::CLayerActor(sLayerDef &Def)
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{
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InitLayer(Def);
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}
/*****************************************************************************/
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void CLayerActor::InitLayer(sLayerDef &Def)
{
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ThingBank=new CElemBank(-1,-1,false,CElem::CentreModeLR | CElem::CentreModeB);
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CLayerThing::InitLayer(Def);
LoadThingScript(theApp.GetConfigStr("LayerScript","ActorScript"));
}
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/*****************************************************************************/
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void CLayerActor::InitSubView(CCore *Core)
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{
}
/*****************************************************************************/
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/*** Gui *********************************************************************/
/*****************************************************************************/
void CLayerActor::GUIInit(CCore *Core)
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{
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GUI.DisableCallback(true);
Core->GUIAdd(GUI,IDD_LAYER_ACTOR);
GUI.DisableCallback(false);
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}
/*****************************************************************************/
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void CLayerActor::GUIKill(CCore *Core)
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{
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Core->GUIRemove(GUI,IDD_LAYER_ACTOR);
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}
/*****************************************************************************/
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void CLayerActor::GUIUpdate(CCore *Core)
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{
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int i,ListSize;
CComboBox &List=GUI.m_List;
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// Setup Def Actor List
ListSize=DefList.size();
List.ResetContent();
for (i=0; i<ListSize; i++)
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{
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List.AddString(DefList[i].Name);
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}
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List.SetCurSel(CurrentDefThing);
GUIThingUpdate();
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}
/*****************************************************************************/
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void CLayerActor::GUIThingDefClear()
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{
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CComboBox &List=GUI.m_List;
CurrentDefThing=-1;
List.SetCurSel(CurrentDefThing);
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}
/*****************************************************************************/
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void CLayerActor::GUIThingUpdate(bool OnlySel)
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{
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GUIThingUpdateList(GUI.m_LevelList,false);
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// Params
GUI.DisableCallback(true);
if (CurrentThing!=-1)
{
sLayerThing &ThisThing=ThingList[CurrentThing];
GUI.SetVal(GUI.m_Speed,ThisThing.Data.Speed);
GUI.SetVal(GUI.m_TurnRate,ThisThing.Data.TurnRate);
GUI.SetVal(GUI.m_Health,ThisThing.Data.Health);
GUI.SetVal(GUI.m_Attack,ThisThing.Data.AttackStrength);
GUI.m_Collision.SetCheck(ThisThing.Data.CollisionFlag);
GUI.m_Player.SetCheck(ThisThing.Data.PlayerFlag);
}
else
{
GUI.m_Speed.SetWindowText("");
GUI.m_TurnRate.SetWindowText("");
GUI.m_Health.SetWindowText("");
GUI.m_Attack.SetWindowText("");
GUI.m_Collision.SetCheck(false);
GUI.m_Player.SetCheck(false);
}
GUI.DisableCallback(false);
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}
/*****************************************************************************/
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void CLayerActor::GUIThingPointUpdate(bool OnlySel)
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{
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GUIThingPointUpdateList(GUI.m_PosList,OnlySel);
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}
/*****************************************************************************/
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void CLayerActor::GUIChanged(CCore *Core)
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{
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if (CurrentThing!=-1)
{
sLayerThing &ThisThing=ThingList[CurrentThing];
ThisThing.Data.Speed=GUI.GetVal(GUI.m_Speed);
ThisThing.Data.TurnRate=GUI.GetVal(GUI.m_TurnRate);
ThisThing.Data.Health=GUI.GetVal(GUI.m_Health);
ThisThing.Data.AttackStrength=GUI.GetVal(GUI.m_Attack);
ThisThing.Data.CollisionFlag=GUI.m_Collision.GetCheck()!=0;
ThisThing.Data.PlayerFlag=GUI.m_Player.GetCheck()!=0;
}
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}