SBSPSS/Utils/MapEdit/Core.cpp
2000-11-04 18:24:51 +00:00

258 lines
6.6 KiB
C++

/***********************/
/*** Map Editor Core ***/
/***********************/
#include "stdafx.h"
#include "gl3d.h"
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glut.h>
#include "GLEnabledView.h"
#include "MapEdit.h"
#include "MapEditDoc.h"
#include "MapEditView.h"
#include "MainFrm.h"
#include "Core.h"
#include "Layer.h"
#include "LayerBack.h"
#include "LayerMid.h"
#include "LayerAction.h"
#include "LayerFore.h"
BOOL Test3dFlag=TRUE;
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
CCore::CCore()
{
/*
Layers[LAYER_TYPE_BACK]= new CLayerBack(this);
Layers[LAYER_TYPE_MID]= new CLayerMid(this);
Layers[LAYER_TYPE_ACTION]= new CLayerAction(this);
Layers[LAYER_TYPE_FORE]= new CLayerFore(this);
TileViewFlag=0;
LayerViewFlag=1;
*/
}
/*****************************************************************************/
CCore::~CCore()
{
int i;
for (i=0; i<LAYER_TYPE_MAX; i++) delete Layers[i];
}
/*****************************************************************************/
void CCore::Init(CMapEditView *Wnd)
{
ParentWindow=Wnd;
RenderFlag=TRUE;
UpdateView();
// To be loaded/created
Layers[LAYER_TYPE_BACK]= new CLayerBack(this);
Layers[LAYER_TYPE_MID]= new CLayerMid(this);
Layers[LAYER_TYPE_ACTION]= new CLayerAction(this);
Layers[LAYER_TYPE_FORE]= new CLayerFore(this);
TileViewFlag=0;
LayerViewFlag=1;
ActiveLayer=LAYER_TYPE_ACTION;
MapCam=Vec(0,0,0);
TileCam=Vec(0,0,0);
TileSet.push_back(CTileSet("c:/temp/3/test.gin",this));
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CCore::Render()
{
Vec &ThisCam=GetCam();
if (RenderFlag)
{
RenderFlag=FALSE;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (GetTileView())
{
}
else
{
for (int i=0;i<LAYER_TYPE_MAX;i++)
{
Layers[i]->Render(ThisCam,Test3dFlag);
}
}
Layers[ActiveLayer]->RenderGrid(ThisCam);
}
// Calc CursorPos
Layers[ActiveLayer]->FindCursorPos(ThisCam,CurrentMousePos);
}
/*****************************************************************************/
/*** Control *****************************************************************/
/*****************************************************************************/
void CCore::LButtonControl(UINT nFlags, CPoint &point,BOOL DownFlag)
{
}
/*****************************************************************************/
void CCore::MButtonControl(UINT nFlags, CPoint &point,BOOL DownFlag)
{
LastMousePos=point;
}
/*****************************************************************************/
void CCore::RButtonControl(UINT nFlags, CPoint &point,BOOL DownFlag)
{
}
/*****************************************************************************/
void CCore::MouseWheel(UINT nFlags, short zDelta, CPoint &pt)
{
if (zDelta>0)
UpdateView(Vec(0,0,1.0f));
else
UpdateView(Vec(0,0,-1.0f));
}
/*****************************************************************************/
void CCore::MouseMove(UINT nFlags, CPoint &point)
{
Vec Ofs(0,0,0);
Vec &ThisCam=GetCam();
// check if active doc
if (theApp.GetCurrent()!=ParentWindow->GetDocument()) return;
CurrentMousePos=point;
// Handle Drag Movement
if (nFlags & MK_MBUTTON)
{
float XS,YS;
RECT ThisRect;
ParentWindow->GetWindowRect(&ThisRect);
XS=ThisCam.z*4;//*Layers[ActiveLayer]->GetLayerZPos();
YS=ThisCam.z*4;//*Layers[ActiveLayer]->GetLayerZPos();
XS/=((ThisRect.right-ThisRect.left));
YS/=((ThisRect.bottom-ThisRect.top));
Ofs.x=LastMousePos.x-CurrentMousePos.x;
Ofs.y=LastMousePos.y-CurrentMousePos.y;
LastMousePos=CurrentMousePos;
Ofs.x*=XS;
Ofs.y*=YS;
UpdateView(Ofs);
}
// Mouse has moved, so need to redraw windows, to get CursorPos (And pos render)
ParentWindow->Invalidate();
}
/*****************************************************************************/
/*** Layers ******************************************************************/
/*****************************************************************************/
void CCore::UpdateLayerBar(BOOL ViewFlag)
{
CMainFrame *Frm=(CMainFrame*)AfxGetApp()->GetMainWnd();
CToolBar *ToolBar=Frm->GetToolBar();
CDialogBar *LayerBar=Frm->GetLayerBar();
CListBox *Dlg=(CListBox *)LayerBar->GetDlgItem(IDC_LAYERBAR_LIST);
LayerViewFlag=ViewFlag;
if (LayerViewFlag)
{
Dlg->ResetContent();
for (int i=0;i<LAYER_TYPE_MAX;i++)
{
CLayer *ThisLayer=GetLayer(i);
Dlg->AddString(ThisLayer->GetName());
}
Dlg->SetCurSel(ActiveLayer);
}
ToolBar->GetToolBarCtrl().PressButton(ID_TOOLBAR_LAYERBAR,LayerViewFlag);
Frm->ShowControlBar(LayerBar, LayerViewFlag, FALSE);
}
/*****************************************************************************/
void CCore::SetActiveLayer(int i)
{
UpdateLayerBar(LayerViewFlag);
}
/*****************************************************************************/
/*** TileBank ****************************************************************/
/*****************************************************************************/
void CCore::UpdateTileView(BOOL ViewFlag)
{
CMainFrame *Frm=(CMainFrame*)AfxGetApp()->GetMainWnd();
CToolBar *ToolBar=Frm->GetToolBar();
TileViewFlag=ViewFlag;
ToolBar->GetToolBarCtrl().PressButton(ID_TOOLBAR_TILEPALETTE,TileViewFlag);
UpdateView();
}
/*****************************************************************************/
GLint CCore::GetTile(int Bank,int TileNo)
{
return(TileSet[Bank].GetTile(TileNo));
}
/*****************************************************************************/
/*** Misc ********************************************************************/
/*****************************************************************************/
Vec &CCore::GetCam()
{
if (GetTileView())
return(TileCam);
else
return(MapCam);
}
/*****************************************************************************/
void CCore::UpdateAll()
{
UpdateView();
UpdateLayerBar(LayerViewFlag);
UpdateTileView(TileViewFlag);
}
/*****************************************************************************/
void CCore::Redraw(BOOL f)
{
RenderFlag=f;
if (RenderFlag)
ParentWindow->Invalidate();
}
/*****************************************************************************/
void CCore::UpdateView(Vec Ofs)
{
Vec &ThisCam=GetCam();
Ofs.y=-Ofs.y;
ThisCam+=Ofs;
if (ThisCam.z>-1) ThisCam.z=-1;
Redraw();
}