SBSPSS/Utils/MapEdit/Layer.cpp

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/******************/
/*** Layer Core ***/
/******************/
#include "stdafx.h"
#include "gl3d.h"
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glut.h>
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#include "GLEnabledView.h"
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#include "MapEditDoc.h"
#include "MapEditView.h"
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#include "Core.h"
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#include "Layer.h"
#include "Utils.h"
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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CLayer::CLayer(CCore *_Core)
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{
}
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/*****************************************************************************/
CLayer::~CLayer()
{
}
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/*****************************************************************************/
void CLayer::InitLayer(CCore *_Core)
{
int Width=Map.GetWidth();
int Height=Map.GetHeight();
Core=_Core;
TRACE3("%i x %i = %i\t",Width,Height,Width*Height);
}
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/*****************************************************************************/
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void CLayer::Render(Vec &MapPos,BOOL Is3d)
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{
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Render2d(MapPos);
}
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/*****************************************************************************/
void CLayer::Render2d(Vec &MapPos)
{
float XYDiv=GetLayerZPosDiv();
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return;
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int Width=Map.GetWidth();
int Height=Map.GetHeight();
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glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(MapPos.x/XYDiv,MapPos.y/XYDiv,MapPos.z);
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glBegin(GL_QUADS);
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BuildGLQuad(-1,Width+1,-1,0,0); // Bottom
BuildGLQuad(-1,Width+1,Height+1,Height,0); // Top
BuildGLQuad(-1,0,Height,0,0); // Left
BuildGLQuad(Width,Width+1,Height,0,0); // Right
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glEnd();
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}
/*****************************************************************************/
void CLayer::Render3d(Vec &MapPos)
{
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float XYDiv=GetLayerZPosDiv();
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int MapW=Map.GetWidth();
int MapH=Map.GetHeight();
float StartX=MapPos.x/XYDiv;
float StartY=MapPos.y/XYDiv;
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glMatrixMode(GL_MODELVIEW);
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for (int YLoop=0; YLoop<MapH; YLoop++)
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{
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for (int XLoop=0; XLoop<MapW; XLoop++)
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{
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sMapElem &ThisTile=Map.GetTile(XLoop,YLoop);
glLoadIdentity(); // Slow way, but good to go for the mo
glTranslatef(StartX+XLoop,StartY-YLoop,MapPos.z);
glCallList(Core->GetTile(ThisTile.Bank,ThisTile.Tile));
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}
}
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}
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/*****************************************************************************/
void CLayer::RenderGrid(Vec &MapPos)
{
float XYDiv=GetLayerZPosDiv();
int MapW=Map.GetWidth();
int MapH=Map.GetHeight();
float StartX=MapPos.x/XYDiv;
float StartY=MapPos.y/XYDiv;
float OverVal=0.5;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(StartX,StartY,MapPos.z);
glDisable(GL_TEXTURE_2D);
glBegin(GL_LINES);
glNormal3f( 1,1,1);
glColor3ub(255,255,255);
for (int YLoop=0; YLoop<MapH+1; YLoop++)
{
glVertex3f( 0-OverVal, -YLoop+1, 0);
glVertex3f( MapW+OverVal, -YLoop+1, 0);
}
for (int XLoop=0; XLoop<MapW+1; XLoop++)
{
glVertex3f( XLoop, 0+1+OverVal, 0);
glVertex3f( XLoop, -MapH+1-OverVal, 0);
}
glEnd();
glEnable(GL_TEXTURE_2D);
}
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/*****************************************************************************/
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void CLayer::FindCursorPos(Vec &MapPos,CPoint &MousePos)
{
GLint Viewport[4];
GLuint SelectBuffer[SELECT_BUFFER_SIZE];
int HitCount;
int TileID=0;
CPoint &CursorPos=Core->GetCursorPos();
float XYDiv=GetLayerZPosDiv();
int MapW=Map.GetWidth();
int MapH=Map.GetHeight();
float StartX=MapPos.x/XYDiv;
float StartY=MapPos.y/XYDiv;
glGetIntegerv(GL_VIEWPORT, Viewport);
glSelectBuffer (SELECT_BUFFER_SIZE, SelectBuffer );
glRenderMode (GL_SELECT);
glInitNames();
glPushName(-1);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluPickMatrix( MousePos.x ,(Viewport[3]-MousePos.y),5.0,5.0,Viewport);
Core->GetParentWindow()->SetupPersMatrix();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(StartX,StartY,MapPos.z);
for (int YLoop=0; YLoop<MapH; YLoop++)
{
for (int XLoop=0; XLoop<MapW; XLoop++)
{
glLoadName (TileID);
glBegin (GL_QUADS);
BuildGLQuad(XLoop,XLoop+1,-YLoop,-YLoop+1,0);
glEnd();
TileID++;
}
}
HitCount= glRenderMode (GL_RENDER);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
CursorPos.x=CursorPos.y=-1;
// TRACE1("Hits %i\n",HitCount);
// Process hits
GLuint *Ptr=SelectBuffer,*BestHit=0;
for (int H=0;H<HitCount;H++)
{
BestHit=Ptr; // Fakeness for the mo
}
if (BestHit)
{
int HitID=BestHit[3];
CursorPos.x=HitID%MapH;
CursorPos.y=HitID/MapW;
}
}
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/*****************************************************************************/