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"
#include "LayerShadeGUI.h"
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
// New Layer
CLayerShade::CLayerShade(int _SubType,int _Width,int _Height)
{
SubType=_SubType;
SetDefaultParams();
Width=TileLayerMinWidth+(_Width-TileLayerMinWidth)/ScaleFactor;
Height=TileLayerMinHeight+(_Height-TileLayerMinHeight)/ScaleFactor;
RGB[0].rgbRed=255; RGB[0].rgbGreen=255; RGB[0].rgbBlue=255;
RGB[1].rgbRed=255; RGB[1].rgbGreen=0; RGB[1].rgbBlue=0;
}
/*****************************************************************************/
// 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));
File->Read(&RGB[0],sizeof(RGBQUAD));
File->Read(&RGB[1],sizeof(RGBQUAD));
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));
File->Write(&RGB[0],sizeof(RGBQUAD));
File->Write(&RGB[1],sizeof(RGBQUAD));
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CLayerShade::Render(CCore *Core,Vector3 &CamPos,BOOL Is3d)
{
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();
float x0=0;
float x1=x0+Width;
float y0=(0+1);
float y1=y0-Height;
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);
glColor3ub(RGB[0].rgbRed,RGB[0].rgbGreen,RGB[0].rgbBlue);
glVertex3f( x0,y0,0.0f);
glVertex3f( x1,y0,0.0f);
glColor3ub(RGB[1].rgbRed,RGB[1].rgbGreen,RGB[1].rgbBlue);
glVertex3f( x1,y1,0.0f);
glVertex3f( x0,y1,0.0f);
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)
{
Core->GUIAdd(ShadeDlg,IDD_LAYERSHADE_GUI);
ShadeDlg.SetRGB0(RGB[0]);
ShadeDlg.SetRGB1(RGB[1]);
}
/*****************************************************************************/
void CLayerShade::GUIKill(CCore *Core)
{
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Core->GUIRemove(ShadeDlg,IDD_LAYERSHADE_GUI);
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}
/*****************************************************************************/
void CLayerShade::GUIUpdate(CCore *Core)
{
}
/*****************************************************************************/
void CLayerShade::GUIChanged(CCore *Core)
{
ShadeDlg.GetRGB0(RGB[0]);
ShadeDlg.GetRGB1(RGB[1]);
}
/*****************************************************************************/
/*** Functions ***************************************************************/
/*****************************************************************************/
void CLayerShade::Export(CCore *Core,CExport &Exp)
{
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Exp.ExportLayerHeader(LAYER_TYPE_SHADE,SubType,Width,Height);
for (int i=0; i<LAYER_SHADE_RGB_MAX; i++)
{
Exp.Write(&RGB[i],sizeof(RGBQUAD));
}
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}