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