SBSPSS/Utils/MapEdit/Elem.cpp

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/*********************/
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/*** Elem Stuph ***/
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/*********************/
#include "stdafx.h"
#include <Vector3.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include <Vector>
#include <GFName.hpp>
#include "Core.h"
#include "TexCache.h"
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#include "Elem.h"
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#include "GinTex.h"
#include "utils.h"
/*****************************************************************************/
const float XFlipMtx[]=
{
-1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
};
const float YFlipMtx[]=
{
1, 0, 0, 0,
0,-1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
};
/*****************************************************************************/
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CElem::CElem(int Width,int Height)
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{
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ElemWidth=Width;
ElemHeight=Height;
UnitWidth=ElemWidth/UnitSize;
UnitHeight=ElemHeight/UnitSize;
ElemID=-1;
ElemRGB=(u8*)malloc(ElemWidth*ElemHeight*3);
memset(ElemRGB,0,ElemWidth*ElemHeight*3);
Type=ElemType2d;
TexXOfs=0;
TexYOfs=0;
CreateBlankTileGfx();
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}
/*****************************************************************************/
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// 3d Elem (From Gin File)
CElem::CElem(CCore *Core,const char *Filename,CScene &ThisScene,int Node)
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{
CNode &ThisNode=ThisScene.GetNode(Node);
CTexCache &TexCache=Core->GetTexCache();
GFName Path=Filename;
SetPath=Path.Drive();
SetPath+=Path.Dir();
SetPath.Append('\\');
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Type=ElemType3d;
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TexXOfs=-1;
TexYOfs=-1;
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Build3dElem(TexCache,ThisScene,Node);
Calc3dSize();
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Ofs.x=+0.5f; Ofs.y=0; Ofs.z=+4.0f;
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Build3dDrawList(TexCache,DrawList[ElemType3d]);
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Create2dTexture(TexCache,Path.File(),Node);
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Build2dDrawList(TexCache,DrawList[ElemType2d]);
if (!ValidFlag) CreateInvalidTileGfx();
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}
/*****************************************************************************/
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// 2d Elem (From Bmp File)
CElem::CElem(CCore *Core,const char *Filename,int TexID,int XOfs,int YOfs,int Width,int Height)
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{
CTexCache &TexCache=Core->GetTexCache();
GFName Path=Filename;
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ElemWidth=Width;
ElemHeight=Height;
UnitWidth=ElemWidth/UnitSize;
UnitHeight=ElemHeight/UnitSize;
Type=ElemType2d;
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TexXOfs=XOfs;
TexYOfs=YOfs;
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Build2dElem(Core,Path.File(),TexID);
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Ofs.Zero();
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Build3dDrawList(TexCache,DrawList[ElemType3d]);
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Create2dTexture(TexCache,Path.File(),TexID);
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Build2dDrawList(TexCache,DrawList[ElemType2d]);
if (!ValidFlag) CreateInvalidTileGfx();
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}
/*****************************************************************************/
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void CElem::CleanUp()
{
free(ElemRGB);
}
/*****************************************************************************/
void CElem::Build2dElem(CCore *Core,const char *Filename,int TexID)
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{
const Vector3 P0(0.0f,0.0f,0.0f);
const Vector3 P1(1.0f,0.0f,0.0f);
const Vector3 P2(0.0f,1.0f,0.0f);
const Vector3 P3(1.0f,1.0f,0.0f);
int ListSize=TriList.size();
TriList.resize(ListSize+2);
sTriFace &Tri0=TriList[ListSize+0];
sTriFace &Tri1=TriList[ListSize+1];
CTexCache &TexCache=Core->GetTexCache();
sTex &ThisTex=TexCache.GetTex(TexID);
float u0,u1,v0,v1;
u0=(TexXOfs)*ThisTex.dW;
u1=u0+ThisTex.dW;
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v0=(((ThisTex.TexHeight/UnitSize)-(TexYOfs+1))*ThisTex.dH);
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v1=v0+ThisTex.dH;
Tri0.Mat=TexID;
Tri0.vtx[0]=P0;
Tri0.vtx[1]=P1;
Tri0.vtx[2]=P2;
Tri0.uvs[0].u=u0; Tri0.uvs[0].v=v0;
Tri0.uvs[1].u=u1; Tri0.uvs[1].v=v0;
Tri0.uvs[2].u=u0; Tri0.uvs[2].v=v1;
Tri1.Mat=TexID;
Tri1.vtx[0]=P1;
Tri1.vtx[1]=P2;
Tri1.vtx[2]=P3;
Tri1.uvs[0].u=u1; Tri1.uvs[0].v=v0;
Tri1.uvs[1].u=u0; Tri1.uvs[1].v=v1;
Tri1.uvs[2].u=u1; Tri1.uvs[2].v=v1;
}
/*****************************************************************************/
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void CElem::Build3dElem(CTexCache &TexCache,CScene &ThisScene,int Node)
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{
CNode &ThisNode=ThisScene.GetNode(Node);
int ChildCount=ThisNode.GetChildCount();
std::vector<sGinTri> const &NodeTriList=ThisNode.GetTris();
std::vector<Vector3>const &NodeVtxList=ThisNode.GetRelPts();
std::vector<sUVTri> const &NodeUVList=ThisNode.GetUVTris();
std::vector<int> const &NodeTriMat=ThisNode.GetTriMaterial();
std::vector<GString> const &TexList= ThisScene.GetTexNames();//List();
std::vector<Material> const &MatList= ThisScene.GetMaterials();
int TriCount=NodeTriList.size();
int ListSize=TriList.size();
TriList.resize(ListSize+TriCount);
for (int T=0; T<TriCount; T++)
{
sGinTri const &ThisTri=NodeTriList[T];
sUVTri const &ThisUV=NodeUVList[T];
sTriFace &Tri=TriList[ListSize+T];
int ThisMat=NodeTriMat[T];
int TexID=1;
// Sort Textures - Only add the ones that are used :o)
TexID=MatList[ThisMat].TexId;
if (TexID!=-1)
{
GString ThisName;
ThisName=SetPath+TexList[TexID];
TexID=TexCache.ProcessTexture(ThisName,MatList[ThisMat].Flags);
}
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// Sort Rest of Tri info
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for (int p=0; p<3; p++)
{
Tri.vtx[p]=NodeVtxList[ThisTri.p[p]];
Tri.uvs[p].u=ThisUV.p[p].u;
Tri.uvs[p].v=ThisUV.p[p].v;
Tri.Mat=TexID;
}
}
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for (int Child=0; Child<ChildCount; Child++) Build3dElem(TexCache,ThisScene,ThisNode.PruneChildList[Child]);
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}
/*****************************************************************************/
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void CElem::Calc3dSize()
{
int ListSize=TriList.size();
float XMin=+9999;
float XMax=-9999;
float YMin=+9999;
float YMax=-9999;
for (int i=0; i<ListSize; i++)
{
sTriFace &Tri=TriList[i];
for (int p=0; p<3; p++)
{
if (XMin>Tri.vtx[p].x) XMin=Tri.vtx[p].x;
if (XMax<Tri.vtx[p].x) XMax=Tri.vtx[p].x;
if (YMin>Tri.vtx[p].y) YMin=Tri.vtx[p].y;
if (YMax<Tri.vtx[p].y) YMax=Tri.vtx[p].y;
}
}
UnitWidth=round(XMax-XMin);
UnitHeight=round(YMax-YMin);
if (UnitWidth<1) UnitWidth=1;
if (UnitHeight<1) UnitHeight=1;
ElemWidth=UnitWidth*UnitSize;
ElemHeight=UnitHeight*UnitSize;
}
/*****************************************************************************/
void CElem::Build2dDrawList(CTexCache &TexCache,GLint &List)
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{
List=glGenLists(1);
glNewList(List,GL_COMPILE);
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glBindTexture(GL_TEXTURE_2D, TexCache.GetTexGLId(ElemID));
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glBegin (GL_QUADS);
glTexCoord2f(0.0f,0.0f);
glVertex3f( 0.0f,0.0f,0.0f);
glTexCoord2f(1.0f,0.0f);
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glVertex3f( UnitWidth,0.0f,0.0f);
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glTexCoord2f(1.0f,1.0f);
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glVertex3f( UnitWidth,UnitHeight,0.0f);
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glTexCoord2f(0.0f,1.0f);
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glVertex3f( 0.0f,UnitHeight,0.0f);
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glEnd();
glEndList();
}
/*****************************************************************************/
// Build OpenGL display lists, sorted by material (luckily by gin!!)
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void CElem::Build3dDrawList(CTexCache &TexCache,GLint &List)
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{
int TriCount=TriList.size();
int LastMat=-1,ThisMat;
List=glGenLists(1);
glNewList(List,GL_COMPILE);
for (int T=0; T<TriCount; T++)
{
sTriFace &ThisTri=TriList[T];
ThisMat=ThisTri.Mat;
if (!T || ThisMat!=LastMat) // First Tri or new material
{
if (T) glEnd(); // Not first tri, so end previous mat set
glBindTexture(GL_TEXTURE_2D, TexCache.GetTexGLId(ThisMat));
glBegin (GL_TRIANGLES);
LastMat=ThisMat;
}
for (int p=0; p<3; p++)
{
Vector3 &ThisVtx=ThisTri.vtx[p];
glTexCoord2f(ThisTri.uvs[p].u, ThisTri.uvs[p].v);
glVertex3f( (ThisVtx.x+Ofs.x), (ThisVtx.y+Ofs.y), -(ThisVtx.z+Ofs.z)); // Neg Z (cos openGL)
}
}
glEnd();
glEndList();
}
/*****************************************************************************/
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void CElem::Render(int Flags,bool Render3d)
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{
glPushMatrix();
if (Flags & PC_TILE_FLAG_MIRROR_X)
{
glTranslatef(1,0,0);
glMultMatrixf(XFlipMtx);
}
if (Flags & PC_TILE_FLAG_MIRROR_Y)
{
glTranslatef(0,1,0);
glMultMatrixf(YFlipMtx);
}
int ColFlags=Flags >> PC_TILE_FLAG_COLLISION_SHIFT;
if (ColFlags)
{
switch (ColFlags)
{
case PC_TILE_COLLISION_NORMAL: glColor4f(1,1,1,0.5); break;
case PC_TILE_COLLISION_DAMAGE: glColor4f(1,0,0,0.5); break;
case PC_TILE_COLLISION_SLIPPERY: glColor4f(0,1,0,0.5); break;
case PC_TILE_COLLISION_ELECTRIC: glColor4f(1,0,1,0.5); break;
case PC_TILE_COLLISION_STICKY: glColor4f(1,1,0,0.5); break;
case PC_TILE_COLLISION_WATER: glColor4f(0,0,1,0.5); break;
}
}
glEnable(GL_TEXTURE_2D);
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if (Render3d)
{
glEnable(GL_DEPTH_TEST);
glCallList(DrawList[ElemType3d]);
glDisable(GL_DEPTH_TEST);
}
else
{
glCallList(DrawList[ElemType2d]);
}
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glDisable(GL_TEXTURE_2D);
glPopMatrix();
}
/*****************************************************************************/
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void CElem::Purge()
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{
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for (int i=0; i<ElemTypeMax; i++)
glDeleteLists(DrawList[i],1);
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TriList.clear();
}
/*****************************************************************************/
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// Only created for the tile browser, should NEVER appear in main view
void CElem::CreateBlankTileGfx()
{
float X0=0;
float X1=UnitWidth;
float Y0=0;
float Y1=UnitHeight;
Purge();
for (int i=0; i<ElemTypeMax; i++)
{
DrawList[i]=glGenLists(1);
glNewList(DrawList[i],GL_COMPILE);
glBindTexture(GL_TEXTURE_2D, 0);
glBegin(GL_LINES);
glColor4f(1,1,1,1);
glVertex3f( X0,Y0,0);
glVertex3f( X1,Y0,0);
glVertex3f( X0,Y1,0);
glVertex3f( X1,Y1,0);
glVertex3f( X0,Y0,0);
glVertex3f( X0,Y1,0);
glVertex3f( X1,Y0,0);
glVertex3f( X1,Y1,0);
glEnd();
glEndList();
}
}
/*****************************************************************************/
void CElem::CreateInvalidTileGfx()
{
float X0=0;
float X1=UnitWidth;
float Y0=0;
float Y1=UnitHeight;
Purge();
for (int i=0; i<ElemTypeMax; i++)
{
DrawList[i]=glGenLists(1);
glNewList(DrawList[i],GL_COMPILE);
glBindTexture(GL_TEXTURE_2D, 0);
glBegin(GL_LINES);
glColor4f(1,1,1,1);
glVertex3f( X0,Y0,0);
glVertex3f( X1,Y1,0);
glVertex3f( X1,Y0,0);
glVertex3f( X0,Y1,0);
glEnd();
glEndList();
}
}
/*****************************************************************************/
void CElem::RenderElem4Texture(sRGBData &RGBData)
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{
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glClearColor(1,0,1,1 );
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glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0,0,RGBData.Width,RGBData.Height);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(-0.5f, +0.5f, -0.5f, +0.5f, -16.0f, +16.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslatef(-0.5f,-0.5f,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen
glColor3f(1,1,1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
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glCallList(DrawList[ElemType3d]);
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glDisable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
glReadPixels(0,0,RGBData.Width,RGBData.Height,GL_RGB, GL_UNSIGNED_BYTE,RGBData.RGB);
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glClearColor(0,0,0,1 );
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen
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}
/*****************************************************************************/
// ID used to create unique textures within one set :o)
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void CElem::Create2dTexture(CTexCache &TexCache,const char *Filename,int ID)
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{
sRGBData RGBData;
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ElemRGB=(u8*)malloc(ElemWidth*ElemHeight*3);
RGBData.Width=ElemWidth;
RGBData.Height=ElemHeight;
RGBData.RGB=ElemRGB;
RenderElem4Texture(RGBData);
ElemID=TexCache.ProcessTexture("",0,&RGBData);
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ValidFlag=CheckHasData(RGBData);
#ifdef _DEBUG
if (0)
{
char Filename[256];
char TexName[256];
static asd=0;
sprintf(TexName,"_2dPc_%s_%03d",Filename,asd++);
sprintf(Filename,"/x/%s.Tga",TexName);
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SaveTGA(Filename,ElemWidth,ElemHeight,ElemRGB);
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}
#endif
}
/*****************************************************************************/
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bool CElem::CheckHasData(sRGBData &RGBData)
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{
u8 *Src=RGBData.RGB;
int Size=RGBData.Width*RGBData.Height;
for (int i=0; i<Size; i++)
{
u8 R=*Src++;
u8 G=*Src++;
u8 B=*Src++;
if (R!=255 || G!=0 || B!=255) return(TRUE);
}
return(FALSE);
}
/*****************************************************************************/
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/*****************************************************************************/
/*** Elem Set ****************************************************************/
/*****************************************************************************/
/*****************************************************************************/
CElemSet::CElemSet(const char *_Filename,int Idx,int Width,int Height)
{
GFName FName=_Filename;
Filename=_Filename;
Name=FName.File();
DefWidth=Width;
DefHeight=Height;
Loaded=FALSE;
SetNumber=Idx;
}
/*****************************************************************************/
CElemSet::~CElemSet()
{
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}
/*****************************************************************************/
void CElemSet::CleanUp()
{
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int ListSize=ElemList.size();
for (int i=0; i<ListSize; i++)
{
ElemList[i].CleanUp();
}
}
/*****************************************************************************/
void CElemSet::Load(CCore *Core)
{
GFName FName=Filename;
GString Ext=FName.Ext();
Ext.Upper();
if (Ext=="GIN")
Load3d(Core);
else
Load2d(Core);
Loaded=TRUE;
}
/*****************************************************************************/
void CElemSet::Load2d(CCore *Core)
{
CTexCache &TexCache=Core->GetTexCache();
int TexID=TexCache.ProcessTexture(Filename,0);
sTex &ThisTex=TexCache.GetTex(TexID);
int Width=ThisTex.TexWidth/DefWidth;
int Height=ThisTex.TexHeight/DefHeight;
ElemList.push_back(CElem(DefWidth,DefHeight)); // Insert Blank
for (int Y=0; Y<Height; Y++)
{
for (int X=0; X<Width; X++)
{
ElemList.push_back(CElem(Core,Filename,TexID,X,Y,DefWidth,DefHeight));
}
}
ElemBrowserWidth=Width;
}
/*****************************************************************************/
void CElemSet::Load3d(CCore *Core)
{
CScene Scene;
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Scene.Load(Filename);
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CNode &ThisNode=Scene.GetSceneNode(0);
int ChildCount=ThisNode.GetPruneChildCount();
ElemList.push_back(CElem(DefWidth,DefHeight)); // Insert Blank
for (int Child=0; Child<ChildCount; Child++)
{
ElemList.push_back(CElem(Core,Filename,Scene,ThisNode.PruneChildList[Child]));
}
ElemBrowserWidth=DEF_ELEMBROWSWEWIDTH;
}
/*****************************************************************************/
void CElemSet::Purge()
{
int ListSize=ElemList.size();
for (int i=0; i<ListSize; i++)
{
ElemList[i].Purge();
}
ElemList.clear();
Loaded=FALSE;
}
/*****************************************************************************/
CPoint CElemSet::GetElemPos(int ID)
{
if (ID==0)
return(CPoint(-1,-1));
else
return(IDToPoint(ID-1,ElemBrowserWidth));
}
/*****************************************************************************/
bool CElemSet::IsValid(int No)
{
int ListSize=ElemList.size();
if (No>ListSize) return(false);
return(ElemList[No].IsValid());
}
/*****************************************************************************/
/*****************************************************************************/
/*** Elem Bank ***************************************************************/
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
CElemBank::CElemBank()
{
LoadFlag=FALSE;
}
/*****************************************************************************/
CElemBank::~CElemBank()
{
}
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/*****************************************************************************/
void CElemBank::CleanUp()
{
int ListSize=SetList.size();
for (int i=0; i<ListSize; i++)
{
SetList[i].CleanUp();
}
}
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/*****************************************************************************/
void CElemBank::Load(CFile *File,int Version)
{
int ListSize;
GFName RootPath=File->GetFilePath();
GString FilePath;
char FixPath[1024];
FilePath=RootPath.Drive();
FilePath+=RootPath.Dir();
FilePath.Append('\\');
FilePath.Upper();
File->Read(&ListSize,sizeof(int));
// New Style rel storage
for (int i=0;i<ListSize;i++)
{
char c=1;
GString FullName;//=FilePath;
while (c)
{
File->Read(&c,1);
FullName.Append(c);
}
FullName.Upper();
GFName::makeabsolute(FilePath,FullName,FixPath);
FullName=FixPath;
_fullpath( FixPath, FullName, 1024);
for (int z=0; z<strlen(FixPath); z++)
{// Invalidate any long name short cackness
if (FixPath[z]=='~') FixPath[z]='_';
}
FullName=FixPath;
CheckFilename(FullName);
FullName.Upper();
AddSet(FullName);
}
}
/*****************************************************************************/
void CElemBank::Save(CFile *File)
{
int ListSize=SetList.size();
GFName RootPath=File->GetFilePath();
GString SavePath;
SavePath=RootPath.Drive();
SavePath+=RootPath.Dir();
SavePath.Append('\\');
SavePath.Upper();
File->Write(&ListSize,sizeof(int));
for (int i=0; i<ListSize; i++)
{
char Filename[256+64];
RootPath.makerelative(SavePath,SetList[i].GetFilename(),Filename);
File->Write(Filename,strlen(Filename)+1);
}
}
/*****************************************************************************/
void CElemBank::AddSet(const char *Filename)
{
int ListSize=SetList.size();
CElemSet NewSet(Filename,ListSize);
SetList.Add(NewSet);
if (SetList.size()!=ListSize) LoadFlag=TRUE;
}
/*****************************************************************************/
void CElemBank::LoadAllSets(CCore *Core)
{
int ListSize=SetList.size();
if (!LoadFlag) return;
for (int i=0;i<ListSize;i++)
{
CElemSet &ThisSet=SetList[i];
if (!ThisSet.IsLoaded()) ThisSet.Load(Core);
}
LoadFlag=false;
}
/*****************************************************************************/
void CElemBank::LoadNewSet(CCore *Core)
{
char BASED_CODE GinFilter[]= "All Tile Files (*.Gin; *.Bmp)|*.gin;*.Bmp|3d Tile Files (*.Gin)|*.Gin|2d Tile Files (*.Bmp)|*.Bmp|All Files (*.*)|*.*||";
CFileDialog Dlg(TRUE,"Gin",NULL,OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT,GinFilter);
if (Dlg.DoModal()!=IDOK) return;
char Filename[256];
sprintf(Filename,"%s",Dlg.GetPathName());
AddSet(Filename);
}
/*****************************************************************************/
void CElemBank::ReloadAllSets()
{
int ListSize=SetList.size();
for (int i=0; i<ListSize; i++)
{
SetList[i].Purge();
}
LoadFlag=TRUE;
}
/*****************************************************************************/
void CElemBank::DeleteSet(int Set)
{
SetList.erase(Set);
}
/*****************************************************************************/
CElem &CElemBank::GetElem(int Set,int Elem)
{
ASSERT(Set>=0 && Elem>=0);
return(SetList[Set].GetElem(Elem));
}
/*****************************************************************************/
bool CElemBank::IsValid(int Set,int Elem)
{
if (Set<0 || Elem<0) return(false);
if (Elem==0) return(true);
ASSERT(Set<SetList.size());
return(SetList[Set].IsValid(Elem));
}
2001-03-01 20:42:09 +01:00