92 lines
2.4 KiB
C++
92 lines
2.4 KiB
C++
/*******************/
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/*** Layer Shade ***/
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/*******************/
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#ifndef __LAYER_SHADE_HEADER__
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#define __LAYER_SHADE_HEADER__
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#include "Layer.h"
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#include "MapEdit.h"
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#include "GUILayerShade.h"
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#include "Elem.h"
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#include "ExportHdr.h"
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/*****************************************************************************/
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struct sBackList
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{
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GString Name;
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int ElemID;
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};
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/*****************************************************************************/
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class CCore;
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class CLayerShade : public CLayer
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{
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public:
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enum
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{
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LAYER_SHADE_RGB_MAX=4,
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};
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CLayerShade(sLayerDef &Def);
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CLayerShade(CFile *File,int Version) {Load(File,Version);}
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~CLayerShade();
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void InitLayer(sLayerDef &Def);
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void Render(CCore *Core,Vector3 &CamPos,bool Is3d);
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void RenderGrid(CCore *Core,Vector3 &CamPos,bool Active){};
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void RenderSelection(CCore *Core,Vector3 &ThisCam){};
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void RenderCursor(CCore *Core,Vector3 &CamPos,bool Is3d);
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void GUIInit(CCore *Core);
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void GUIKill(CCore *Core);
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void GUIUpdate(CCore *Core);
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void GUIChanged(CCore *Core);
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// int GetWidth() {return(LayerDef.Width);}
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// int GetHeight() {return(LayerDef.Height);}
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void CheckLayerSize(int Width,int Height);
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bool Resize(int Width,int Height);
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void Load(CFile *File,int Version);
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void Save(CFile *File);
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void Export(CCore *Core,CExport &Exp);
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virtual void LoadGfx(CCore *Core) {if (GfxBank->NeedLoad()) GfxBank->LoadAllSets(Core);}
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// Functions
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bool LButtonControl(CCore *Core,UINT nFlags, CPoint &CursorPos,bool DownFlag);
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bool RButtonControl(CCore *Core,UINT nFlags, CPoint &CursorPos,bool DownFlag);
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bool MouseMove(CCore *Core,UINT nFlags, CPoint &CursorPos);
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bool Command(int CmdMsg,CCore *Core,int Param0=0,int Param1=0);
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protected:
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void LoadGfx();
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void Render(CCore *Core,Vector3 &CamPos,CMap &ThisMap,bool Render3d,float Alpha=1.0f,Vector3 *Ofs=0);
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void RenderBackGfx(CCore *Core,Vector3 &ThisCam,sLayerShadeGfx &ThisGfx);
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void AddGfx(CCore *Core);
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void GotoGfx(CCore *Core);
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void DeleteGfx(CCore *Core);
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CGUILayerShade GUIShade;
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CIni Script;
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CList<sBackList> BankList;
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CElemBank *GfxBank;
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sLayerShadeGfx Cursor;
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int ShadeCount;
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sRGBCol ShadeRGB[LAYER_SHADE_RGB_MAX];
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CList<sLayerShadeGfx> GfxList;
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int CurrentGfx;
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};
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/*****************************************************************************/
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#endif
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