SBSPSS/Utils/MapEdit/LayerShade.cpp
2001-05-05 21:18:12 +00:00

543 lines
15 KiB
C++

/*******************/
/*** 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 "GUILayerShade.h"
#include "Elem.h"
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
// New Layer
CLayerShade::CLayerShade(sLayerDef &Def)
{
InitLayer(Def);
GString ExecPath;
GString ScriptName;
GfxBank=new CElemBank(-1,-1,false,CElem::CentreModeLR | CElem::CentreModeTB);
LoadGfx();
Cursor.Gfx=-1;
Cursor.Ofs[0].x=-2; Cursor.Ofs[0].y=-2;
Cursor.Ofs[1].x=+2; Cursor.Ofs[1].y=-2;
Cursor.Ofs[2].x=-2; Cursor.Ofs[2].y=+2;
Cursor.Ofs[3].x=+2; Cursor.Ofs[3].y=+2;
Cursor.TransMode=0;
for(int i=0; i<4; i++)
{
Cursor.RGB[i].R=Cursor.RGB[i].G=Cursor.RGB[i].B=255;
}
CurrentGfx=-1;
}
/*****************************************************************************/
CLayerShade::~CLayerShade()
{
GfxBank->CleanUp();
delete GfxBank;
}
/*****************************************************************************/
void CLayerShade::LoadGfx()
{
GString ExecPath;
GString ScriptName;
GetExecPath(ExecPath);
ScriptName=ExecPath+theApp.GetConfigStr("LayerScript","BackGfxScript");
Script.LoadAndImport(ScriptName);
int i,ListSize=Script.GetGroupCount();
BankList.resize(ListSize);
for (i=0; i<ListSize; i++)
{
sBackList &ThisGfx=BankList[i];
char *Name=Script.GetGroupName(i);
char *Gfx=Script.GetStr(Name,"gfx");
ThisGfx.Name=Name;
if (Gfx)
{
char Filename[512];
GFName::makeabsolute(ExecPath,Gfx,Filename);
ThisGfx.ElemID=GfxBank->AddSet(Filename);
}
}
}
/*****************************************************************************/
void CLayerShade::InitLayer(sLayerDef &Def)
{
CLayer::InitLayer(Def);
// LayerDef.Width=TileLayerMinWidth+(Def.Width-TileLayerMinWidth)/GetScaleFactor();
// LayerDef.Height=TileLayerMinHeight+(Def.Height-TileLayerMinHeight)/GetScaleFactor();
ShadeRGB[0].R=255; ShadeRGB[0].G=255; ShadeRGB[0].B=255;
ShadeRGB[1].R=255; ShadeRGB[1].G=0; ShadeRGB[1].B=0;
ShadeRGB[2].R=0; ShadeRGB[2].G=255; ShadeRGB[2].B=0;
ShadeRGB[3].R=0; ShadeRGB[3].G=0; ShadeRGB[3].B=255;
ShadeCount=2;
}
/*****************************************************************************/
void CLayerShade::Load(CFile *File,int Version)
{
int i;
InitLayer(LayerDef);
File->Read(&ShadeCount,sizeof(int));
if (Version<9)
{ // GOD I HATE FILE VERSIONS NOW!!
int DummyInt;
for (i=0; i<LAYER_SHADE_RGB_MAX; i++)
{
RGBQUAD RGB;
File->Read(&DummyInt,sizeof(int));
File->Read(&RGB,sizeof(RGBQUAD));
ShadeRGB[i].R=RGB.rgbRed;
ShadeRGB[i].G=RGB.rgbGreen;
ShadeRGB[i].B=RGB.rgbBlue;
}
File->Read(&DummyInt,sizeof(int));
File->Read(&DummyInt,sizeof(int));
if (Version==8)
{
File->Read(&DummyInt,sizeof(int));
File->Read(&DummyInt,sizeof(int));
File->Read(&DummyInt,sizeof(int));
File->Read(&DummyInt,sizeof(int));
}
}
else
{
int GfxCount;
for (i=0; i<LAYER_SHADE_RGB_MAX; i++)
{
File->Read(&ShadeRGB[i],sizeof(sRGBCol));
}
// Load GfxList
File->Read(&GfxCount,sizeof(int));
GfxList.resize(GfxCount);
for (i=0; i<GfxCount; i++)
{
sLayerShadeGfx &ThisGfx=GfxList[i];
File->Read(&ThisGfx,sizeof(sLayerShadeGfx));
}
if (GfxCount) CurrentGfx=0;
}
}
/*****************************************************************************/
void CLayerShade::Save(CFile *File)
{
// Always Save current version
File->Write(&ShadeCount,sizeof(int));
for (int i=0; i<LAYER_SHADE_RGB_MAX; i++)
{
File->Write(&ShadeRGB[i],sizeof(sRGBCol));
}
int GfxCount=GfxList.size();
File->Write(&GfxCount,sizeof(int));
for (i=0; i<GfxCount; i++)
{
sLayerShadeGfx &ThisGfx=GfxList[i];
File->Write(&ThisGfx,sizeof(sLayerShadeGfx));
}
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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();
int ThisCount=ShadeCount-1;
float X0=0;
float X1=LayerDef.Width;
float Y=(0+1);
float YInc=(float)LayerDef.Height/(float)ThisCount;
int i,ListSize;
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);
for (i=0; i<ThisCount; i++)
{
glColor3ub(ShadeRGB[i+0].R,ShadeRGB[i+0].G,ShadeRGB[i+0].B);
glVertex3f( X0,Y,0.0f);
glVertex3f( X1,Y,0.0f);
Y-=YInc;
glColor3ub(ShadeRGB[i+1].R,ShadeRGB[i+1].G,ShadeRGB[i+1].B);
glVertex3f( X1,Y,0.0f);
glVertex3f( X0,Y,0.0f);
}
glEnd();
glPopMatrix();
// Render Gfx
ListSize=GfxList.size();
for (i=0; i<ListSize; i++)
{
sLayerShadeGfx &ThisGfx=GfxList[i];
RenderBackGfx(Core,ThisCam,ThisGfx);
}
}
/*****************************************************************************/
void CLayerShade::RenderCursor(CCore *Core,Vector3 &CamPos,bool Is3d)
{
Vector3 ThisCam=Core->OffsetCam(CamPos,GetScaleFactor());
CPoint &CursPos=Core->GetCursorPos();
Cursor.Pos.x=CursPos.x;
Cursor.Pos.y=CursPos.y;
if (CursPos.x<0 || CursPos.y<0) return;
if (Cursor.Gfx==-1) return;
RenderBackGfx(Core,ThisCam,Cursor);
}
/*****************************************************************************/
void CLayerShade::RenderBackGfx(CCore *Core,Vector3 &ThisCam,sLayerShadeGfx &ThisGfx)
{
float ZoomW=Core->GetZoomW();
float ZoomH=Core->GetZoomH();
Vector3 &Scale=Core->GetScaleVector();
Vector3 ScrOfs(ZoomW/2,ZoomH/2,0);
int i;
CElem Elem=GfxBank->GetElem(ThisGfx.Gfx,0);
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(ThisGfx.Pos.x,-ThisGfx.Pos.y,0); // Set Pos
glColor3ub(255,255,255);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, Elem.GetTexID());
glBegin (GL_QUADS);
i=0; glColor3ub(ThisGfx.RGB[i].R,ThisGfx.RGB[i].G,ThisGfx.RGB[i].B); glTexCoord2f(0.0f,1.0f); glVertex3f(ThisGfx.Ofs[i].x ,-ThisGfx.Ofs[i].y,0.0f);
i=1; glColor3ub(ThisGfx.RGB[i].R,ThisGfx.RGB[i].G,ThisGfx.RGB[i].B); glTexCoord2f(1.0f,1.0f); glVertex3f(ThisGfx.Ofs[i].x ,-ThisGfx.Ofs[i].y,0.0f);
i=3; glColor3ub(ThisGfx.RGB[i].R,ThisGfx.RGB[i].G,ThisGfx.RGB[i].B); glTexCoord2f(1.0f,0.0f); glVertex3f(ThisGfx.Ofs[i].x ,-ThisGfx.Ofs[i].y,0.0f);
i=2; glColor3ub(ThisGfx.RGB[i].R,ThisGfx.RGB[i].G,ThisGfx.RGB[i].B); glTexCoord2f(0.0f,0.0f); glVertex3f(ThisGfx.Ofs[i].x ,-ThisGfx.Ofs[i].y,0.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
glPopMatrix();
}
/*****************************************************************************/
void CLayerShade::CheckLayerSize(int Width,int Height)
{
if (Resize(Width,Height))
{
CString mexstr;
mexstr.Format("%s Layer Resized to Correct Size\nPlease re-save\n", GetName());
AfxMessageBox(mexstr,MB_OK | MB_ICONEXCLAMATION);
}
}
/*****************************************************************************/
bool CLayerShade::Resize(int Width,int Height)
{
Width=TileLayerMinWidth+(Width-TileLayerMinWidth)/GetScaleFactor();
Height=TileLayerMinHeight+(Height-TileLayerMinHeight)/GetScaleFactor();
if (LayerDef.Width!=Width || LayerDef.Height!=Height)
{
LayerDef.Width=Width;
LayerDef.Height=Height;
return(true);
}
return(false);
}
/*****************************************************************************/
/*** Gui *********************************************************************/
/*****************************************************************************/
void CLayerShade::GUIInit(CCore *Core)
{
int i,ListSize;
GUIShade.DisableCallback();
Core->GUIAdd(GUIShade,IDD_LAYER_SHADE);
// Init BankList
ListSize=BankList.size();
GUIShade.m_GfxBankList.ResetContent();
GUIShade.m_DefList.ResetContent();
for (i=0; i<ListSize; i++)
{
GUIShade.m_GfxBankList.AddString(BankList[i].Name);
GUIShade.m_DefList.AddString(BankList[i].Name);
}
GUIShade.m_GfxTransList.ResetContent();
GUIShade.m_GfxTransList.AddString("Normal");
GUIShade.m_GfxTransList.AddString("50%");
GUIShade.m_GfxTransList.AddString("Subtractive");
GUIShade.m_GfxTransList.AddString("Another one");
GUIShade.m_GfxPosXSpin.SetRange(0,32000); GUIShade.m_GfxPosYSpin.SetRange(0,32000);
GUIShade.m_GfxSpinx0.SetRange(-32,+32); GUIShade.m_GfxSpiny0.SetRange(-32,+32);
GUIShade.m_GfxSpinx1.SetRange(-32,+32); GUIShade.m_GfxSpiny1.SetRange(-32,+32);
GUIShade.m_GfxSpinx2.SetRange(-32,+32); GUIShade.m_GfxSpiny2.SetRange(-32,+32);
GUIShade.m_GfxSpinx3.SetRange(-32,+32); GUIShade.m_GfxSpiny3.SetRange(-32,+32);
GUIShade.EnableCallback();
Core->RedrawView();
}
/*****************************************************************************/
void CLayerShade::GUIKill(CCore *Core)
{
GUIChanged(Core);
Core->GUIRemove(GUIShade,IDD_LAYER_SHADE);
}
/*****************************************************************************/
void CLayerShade::GUIUpdate(CCore *Core)
{
int i,ListSize;
// Shades
GUIShade.DisableCallback();
for (i=0; i<LAYER_SHADE_MAX; i++)
{
GUIShade.SetShadeRGB(i,ShadeRGB[i].R,ShadeRGB[i].G,ShadeRGB[i].B);
}
GUIShade.m_ShadeCountSpin.SetRange(2,4);
GUIShade.SetVal(GUIShade.m_ShadeCount,ShadeCount,2,4);
// Gfx
ListSize=GfxList.size();
if (!ListSize)
{
GUIShade.m_GfxCurrent.SetWindowText("");
GUIShade.m_GfxCurrentSpin.SetRange(0,0);
return;
}
sLayerShadeGfx &ThisGfx=GfxList[CurrentGfx];
GUIShade.m_GfxCurrentSpin.SetRange(0,ListSize);
GUIShade.SetVal(GUIShade.m_GfxCurrent,CurrentGfx,0,ListSize-1);
GUIShade.SetVal(GUIShade.m_GfxPosX,ThisGfx.Pos.x);
GUIShade.SetVal(GUIShade.m_GfxPosY,ThisGfx.Pos.y);
GUIShade.m_GfxBankList.SetCurSel(ThisGfx.Gfx);
for ( i=0;i<4; i++)
{
GUIShade.SetGfxRGB(i,ThisGfx.RGB[i].R,ThisGfx.RGB[i].G,ThisGfx.RGB[i].B);
}
GUIShade.SetVal(GUIShade.m_Gfxx0,ThisGfx.Ofs[0].x); GUIShade.SetVal(GUIShade.m_Gfxy0,ThisGfx.Ofs[0].y);
GUIShade.SetVal(GUIShade.m_Gfxx1,ThisGfx.Ofs[1].x); GUIShade.SetVal(GUIShade.m_Gfxy1,ThisGfx.Ofs[1].y);
GUIShade.SetVal(GUIShade.m_Gfxx2,ThisGfx.Ofs[2].x); GUIShade.SetVal(GUIShade.m_Gfxy2,ThisGfx.Ofs[2].y);
GUIShade.SetVal(GUIShade.m_Gfxx3,ThisGfx.Ofs[3].x); GUIShade.SetVal(GUIShade.m_Gfxy3,ThisGfx.Ofs[3].y);
GUIShade.m_GfxTransList.SetCurSel(ThisGfx.TransMode);
GUIShade.EnableCallback();
}
/*****************************************************************************/
void CLayerShade::GUIChanged(CCore *Core)
{
int i,ListSize;
int LastGfx=CurrentGfx;
// Shade
for (i=0; i<LAYER_SHADE_MAX; i++)
{
GUIShade.GetShadeRGB(i,ShadeRGB[i].R,ShadeRGB[i].G,ShadeRGB[i].B);
}
GUIShade.GetVal(GUIShade.m_ShadeCount,ShadeCount,2,4);
// Gfx
ListSize=GfxList.size();
GUIShade.GetVal(GUIShade.m_GfxCurrent,ListSize,0,ListSize);
if (!ListSize || CurrentGfx==-1) return;
sLayerShadeGfx &ThisGfx=GfxList[CurrentGfx];
GUIShade.GetVal(GUIShade.m_GfxPosX,ThisGfx.Pos.x);
GUIShade.GetVal(GUIShade.m_GfxPosY,ThisGfx.Pos.y);
ThisGfx.Gfx=GUIShade.m_GfxBankList.GetCurSel();
for ( i=0;i<4; i++)
{
GUIShade.GetGfxRGB(i,ThisGfx.RGB[i].R,ThisGfx.RGB[i].G,ThisGfx.RGB[i].B);
}
GUIShade.GetVal(GUIShade.m_Gfxx0,ThisGfx.Ofs[0].x); GUIShade.GetVal(GUIShade.m_Gfxy0,ThisGfx.Ofs[0].y);
GUIShade.GetVal(GUIShade.m_Gfxx1,ThisGfx.Ofs[1].x); GUIShade.GetVal(GUIShade.m_Gfxy1,ThisGfx.Ofs[1].y);
GUIShade.GetVal(GUIShade.m_Gfxx2,ThisGfx.Ofs[2].x); GUIShade.GetVal(GUIShade.m_Gfxy2,ThisGfx.Ofs[2].y);
GUIShade.GetVal(GUIShade.m_Gfxx3,ThisGfx.Ofs[3].x); GUIShade.GetVal(GUIShade.m_Gfxy3,ThisGfx.Ofs[3].y);
ThisGfx.TransMode=GUIShade.m_GfxTransList.GetCurSel();
if (CurrentGfx!=LastGfx)
{
GUIUpdate(Core);
}
}
/*****************************************************************************/
/*** Functions ***************************************************************/
/*****************************************************************************/
bool CLayerShade::LButtonControl(CCore *Core,UINT nFlags, CPoint &CursorPos,bool DownFlag)
{
if (DownFlag) AddGfx(Core);
return(true);
}
/*****************************************************************************/
bool CLayerShade::RButtonControl(CCore *Core,UINT nFlags, CPoint &CursorPos,bool DownFlag)
{
if (DownFlag) Cursor.Gfx=-1;
return(true);
}
/*****************************************************************************/
bool CLayerShade::MouseMove(CCore *Core,UINT nFlags, CPoint &CursorPos)
{
return(true);
}
/*****************************************************************************/
bool CLayerShade::Command(int CmdMsg,CCore *Core,int Param0,int Param1)
{
bool Ret=false;
switch(CmdMsg)
{
case CmdMsg_ShadeGfxNew:
Cursor.Gfx=Param0;
GUIShade.m_DefList.SetCurSel(-1);
break;
case CmdMsg_ShadeGfxSelect:
GUIShade.GetVal(GUIShade.m_GfxCurrent,CurrentGfx);
if (CurrentGfx>GfxList.size()-1) CurrentGfx=GfxList.size()-1;
GUIUpdate(Core);
break;
case CmdMsg_ShadeGfxGoto:
GotoGfx(Core);
break;
case CmdMsg_ShadeGfxDelete:
DeleteGfx(Core);
break;
default:
break;
}
return(Ret);
}
/*****************************************************************************/
void CLayerShade::AddGfx(CCore *Core)
{
if (Cursor.Gfx==-1) return;
CurrentGfx=GfxList.size();
GfxList.push_back(Cursor);
Cursor.Gfx=-1;
GUIUpdate(Core);
}
/*****************************************************************************/
void CLayerShade::GotoGfx(CCore *Core)
{
if (CurrentGfx==-1) return;
sLayerShadeGfx &ThisGfx=GfxList[CurrentGfx];
CPoint Pos;
Pos.x=ThisGfx.Pos.x;
Pos.y=ThisGfx.Pos.y;
Core->SetCamPos(Pos);
}
/*****************************************************************************/
void CLayerShade::DeleteGfx(CCore *Core)
{
if (!GfxList.size()) return;
GfxList.erase(CurrentGfx);
if (CurrentGfx) CurrentGfx--;
GUIUpdate(Core);
}
/*****************************************************************************/
void CLayerShade::Export(CCore *Core,CExport &Exp)
{
int i,ListSize;
Exp.ExportLayerHeader(LayerDef);//LAYER_TYPE_SHADE,LayerDef.SubType,LayerDef.Width,LayerDef.Height);
Exp.Write(&ShadeCount,sizeof(int));
for (i=0; i<LAYER_SHADE_RGB_MAX; i++)
{
Exp.Write(&ShadeRGB[i],sizeof(sRGBCol));
}
// Write Gfx List
ListSize=GfxList.size();
Exp.Write(&ListSize,sizeof(int));
for (i=0; i<ListSize; i++)
{
sLayerShadeGfx &ThisGfx=GfxList[i];
Exp.Write(&ThisGfx,sizeof(sLayerShadeGfx));
}
// Write Gfx Names
ListSize=BankList.size();
Exp.Write(&ListSize,sizeof(int));
for (i=0; i<ListSize; i++)
{
char Txt[256];
sprintf(Txt,BankList[i].Name);
Exp.Write(Txt,strlen(Txt)+1);
}
}