SBSPSS/Utils/MapEdit/LayerTrigger.cpp
2001-04-09 14:56:05 +00:00

198 lines
5.2 KiB
C++

/*********************/
/*** Layer Trigger ***/
/*********************/
#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 "LayerThing.h"
#include "LayerTrigger.h"
#include "Utils.h"
#include "Export.h"
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
CLayerTrigger::CLayerTrigger(sLayerDef &Def)
{
InitLayer(Def);
}
/*****************************************************************************/
void CLayerTrigger::InitLayer(sLayerDef &Def)
{
ThingBank=new CElemBank(-1,-1,false,CElem::CentreModeLR | CElem::CentreModeB);
CLayerThing::InitLayer(Def);
LoadThingScript(theApp.GetConfigStr("LayerScript","TriggerScript"));
}
/*****************************************************************************/
void CLayerTrigger::InitSubView(CCore *Core)
{
}
/*****************************************************************************/
void CLayerTrigger::RenderThing(CCore *Core,Vector3 &ThisCam,sLayerThing &ThisThing,bool Render3d,bool Selected)
{
float ZoomW=Core->GetZoomW();
float ZoomH=Core->GetZoomH();
Vector3 &Scale=Core->GetScaleVector();
Vector3 ScrOfs(ZoomW/2,ZoomH/2,0);
float Col=0.8f,A=0.8f;
glColor4f(1,1,1,0.8f);
if (Selected)
{
Col=1.0f;
A=0.8f;
glColor4f(1,1,1,1.0f); // For number
}
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(ThisThing.XY[0].x,-ThisThing.XY[0].y,0); // Set Pos
Core->RenderNumber(0);
glEnable(GL_DEPTH_TEST);
float W=(ThisThing.Data.Width);
float H=-(ThisThing.Data.Height);
// Draw Box
glBegin (GL_QUADS);
glColor4f(0,Col-0.25f,0,A);
glVertex3f(0,0+1,0);
glVertex3f(W,0+1,0);
glVertex3f(W,H+1,0);
glVertex3f(0,H+1,0);
glEnd();
// Draw OutLine
glBegin(GL_LINES);
glColor4f(Col,Col,Col,A);
glVertex3f( 0,0+1,0);
glVertex3f( W,0+1,0);
glVertex3f( W,0+1,0);
glVertex3f( W,H+1,0);
glVertex3f( W,H+1,0);
glVertex3f( 0,H+1,0);
glVertex3f( 0,H+1,0);
glVertex3f( 0,0+1,0);
glEnd();
glDisable(GL_DEPTH_TEST);
glPopMatrix();
}
/*****************************************************************************/
/*** Gui *********************************************************************/
/*****************************************************************************/
void CLayerTrigger::GUIInit(CCore *Core)
{
GUITrigger.DisableCallback(true);
Core->GUIAdd(GUIThing,IDD_LAYER_THING);
Core->GUIAdd(GUITrigger,IDD_LAYER_TRIGGER);
GUITrigger.DisableCallback(false);
GUITrigger.m_WidthSpin.SetRange(1,255);
GUITrigger.m_HeightSpin.SetRange(1,255);
}
/*****************************************************************************/
void CLayerTrigger::GUIKill(CCore *Core)
{
Core->GUIRemove(GUIThing,IDD_LAYER_THING);
Core->GUIRemove(GUITrigger,IDD_LAYER_TRIGGER);
}
/*****************************************************************************/
void CLayerTrigger::GUIUpdate(CCore *Core)
{
int i,ListSize;
CComboBox &List=GUIThing.m_DefList;
// Setup Def Trigger List
ListSize=DefList.size();
List.ResetContent();
for (i=0; i<ListSize; i++)
{
List.AddString(DefList[i].Name);
}
List.SetCurSel(CurrentDefThing);
GUIThingUpdate();
}
/*****************************************************************************/
void CLayerTrigger::GUIThingDefClear()
{
CComboBox &List=GUIThing.m_DefList;
CurrentDefThing=-1;
List.SetCurSel(CurrentDefThing);
}
/*****************************************************************************/
void CLayerTrigger::GUIThingUpdate(bool OnlySel)
{
GUIThingUpdateList(GUIThing.m_List,false);
// Params
GUITrigger.DisableCallback(true);
if (CurrentThing!=-1)
{
sLayerThing &ThisThing=ThingList[CurrentThing];
GUITrigger.SetVal(GUITrigger.m_Width,ThisThing.Data.Width);
GUITrigger.SetVal(GUITrigger.m_Height,ThisThing.Data.Height);
}
else
{
GUITrigger.m_Width.SetWindowText("");
GUITrigger.m_Height.SetWindowText("");
}
GUITrigger.DisableCallback(false);
}
/*****************************************************************************/
void CLayerTrigger::GUIThingPointUpdate(bool OnlySel)
{
// GUIThingPointUpdateList(GUIThingPos.m_List,OnlySel);
}
/*****************************************************************************/
void CLayerTrigger::GUIChanged(CCore *Core)
{
if (CurrentThing!=-1)
{
sLayerThing &ThisThing=ThingList[CurrentThing];
ThisThing.Data.Width=GUITrigger.GetVal(GUITrigger.m_Width);
ThisThing.Data.Height=GUITrigger.GetVal(GUITrigger.m_Height);
}
}
/*****************************************************************************/
void CLayerTrigger::SetThingParams(sLayerThing &Thing)
{
Thing.Data.WaypointCount=1;
if (Thing.Data.Width<1) Thing.Data.Width=1;
if (Thing.Data.Height<1) Thing.Data.Height=1;
// Thing.XY.resize(1);
}