SBSPSS/Utils/MapEdit/TileSet.cpp
2000-11-15 21:22:40 +00:00

372 lines
9.3 KiB
C++

/*********************/
/*** TileSet Stuph ***/
/*********************/
#include "stdafx.h"
#include "gl3d.h"
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glut.h>
#include "GLEnabledView.h"
#include <Vector>
#include "Core.h"
#include "TileSet.h"
#include "GinTex.h"
#include "utils.h"
#include "MapEdit.h"
#include "MapEditDoc.h"
#include "MapEditView.h"
#include "MainFrm.h"
#include "TileSetDlg.h"
/*****************************************************************************/
/*****************************************************************************/
/*** TileBank ****************************************************************/
/*****************************************************************************/
const float TileBrowserGap=0.2f;
const float TileBrowserX0=0-TileBrowserGap/2;
const float TileBrowserX1=1+TileBrowserGap/2;
const float TileBrowserY0=0-TileBrowserGap/2;
const float TileBrowserY1=1+TileBrowserGap/2;
/*****************************************************************************/
CTileBank::CTileBank()
{
LoadFlag=FALSE;
CurrentSet=0;
LTile.Set=-1;
RTile.Set=-1;
AddTileSet("c:/temp/rockp/rockp.gin");
LTile.Set=0;
LTile.Tile=1;
RTile.Set=0;
RTile.Tile=2;
}
/*****************************************************************************/
CTileBank::~CTileBank()
{
}
/*****************************************************************************/
void CTileBank::AddTileSet(char *Filename)
{
TileSet.push_back(CTileSet(Filename));
LoadFlag=TRUE;
}
/*****************************************************************************/
void CTileBank::LoadTileSets(CCore *Core)
{
int ListSize=TileSet.size();
for (int i=0;i<ListSize;i++)
{
CTileSet &ThisSet=TileSet[i];
if (!ThisSet.IsLoaded()) ThisSet.Load(Core);
}
LoadFlag=FALSE;
}
/*****************************************************************************/
void CTileBank::Reload()
{
int ListSize=TileSet.size();
for (int i=0; i<ListSize; i++)
{
TileSet[i].Purge();
}
LoadFlag=TRUE;
}
/*****************************************************************************/
CTile &CTileBank::GetTile(int Bank,int Tile)
{
return(TileSet[Bank].GetTile(Tile));
}
/*****************************************************************************/
void CTileBank::RenderSet(CCore *Core,Vec &CamPos,BOOL Is3d)
{
int LT=LTile.Tile;
int RT=RTile.Tile;
if (LTile.Set!=CurrentSet) LT=-1;
if (RTile.Set!=CurrentSet) RT=-1;
if (!TileSet.size()) return; // No tiles, return
if (Is3d)
{
glEnable(GL_DEPTH_TEST);
TileSet[CurrentSet].Render3d(CamPos,LT,RT,CursorPos,Core->IsGridOn());
glDisable(GL_DEPTH_TEST);
}
else
{
TileSet[CurrentSet].Render2d(CamPos,LT,RT,CursorPos,Core->IsGridOn());
}
}
/*****************************************************************************/
void CTileBank::FindCursorPos(CCore *Core,CMapEditView *View,Vec &CamPos,CPoint &MousePos)
{
if (!TileSet.size()) return; // No tiles, return
CursorPos=TileSet[CurrentSet].FindCursorPos(Core,View,CamPos,MousePos);
}
/*****************************************************************************/
/*** Gui *********************************************************************/
/*****************************************************************************/
void CTileBank::UpdateGUI(CCore *Core,BOOL IsTileView)
{
CMainFrame *Frm=(CMainFrame*)AfxGetApp()->GetMainWnd();
CTileSetDlg *TileSetDlg=(CTileSetDlg*)Frm->GetDialog(IDD_TILESET_DIALOG);
int ListSize=TileSet.size();
TileSetDlg->TileSetList.ResetContent();
if (ListSize)
{
for (int i=0; i<ListSize; i++)
{
TileSetDlg->TileSetList.AddString(TileSet[i].GetName());
}
TileSetDlg->TileSetList.SetCurSel(CurrentSet);
// IsTileView=TRUE;
}
else
{
IsTileView=FALSE;
}
TileSetDlg->TileSetList.EnableWindow(IsTileView);
}
/*****************************************************************************/
/*** Functions ***************************************************************/
/*****************************************************************************/
BOOL CTileBank::TileSelect(sMapElem &ThisTile,sMapElem &OtherTile)
{
if (CursorPos==-1) return(FALSE);
if (CurrentSet==OtherTile.Set && OtherTile.Tile==CursorPos)
{ // Dont assign if same as other Tile
return(FALSE);
}
ThisTile.Set=CurrentSet;
ThisTile.Tile=CursorPos;
if (ThisTile.Tile==0) ThisTile.Set=0; // Always make zero tile, bank 0 (dunno why, just seems handy)
return(TRUE);
}
/*****************************************************************************/
/*****************************************************************************/
/*** TileSet *****************************************************************/
/*****************************************************************************/
/*****************************************************************************/
CTileSet::CTileSet(char *_Filename)
{
char Drive[_MAX_DRIVE];
char Dir[_MAX_DIR];
char Fname[_MAX_FNAME];
char Ext[_MAX_EXT];
_splitpath(_Filename,Drive,Dir,Fname,Ext);
sprintf(Path,"%s%s",Drive,Dir);
sprintf(Name,"%s",Fname);
Loaded=FALSE;
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
CTileSet::~CTileSet()
{
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CTileSet::Load(CCore *Core)
{
CScene Scene;
char Filename[256+64];
sprintf(Filename,"%s%s.%s",Path,Name,"Gin");
Scene.Load(Filename);
CNode &ThisNode=Scene.GetSceneNode(0);
int ChildCount=ThisNode.GetPruneChildCount();
Tile.push_back(CTile()); // Insert Blank
for (int Child=0; Child<ChildCount; Child++)
{
Tile.push_back(CTile(Core,this,Scene,ThisNode.PruneChildList[Child]));
}
Loaded=TRUE;
}
/*****************************************************************************/
void CTileSet::Purge()
{
int ListSize=Tile.size();
for (int i=0; i<ListSize; i++)
{
Tile[i].Purge();
}
Tile.clear();
Loaded=FALSE;
}
/*****************************************************************************/
void CTileSet::Render2d(Vec &CamPos,int LTile,int RTile,int CursorPos,BOOL GridFlag)
{
}
/*****************************************************************************/
void CTileSet::Render3d(Vec &CamPos,int LTile,int RTile,int CursorPos,BOOL GridFlag)
{
int ListSize=Tile.size();
int TileID=0;
glMatrixMode(GL_MODELVIEW);
while(TileID!=ListSize)
{
CTile &ThisTile=Tile[TileID];
int XPos=TileID%TileBrowserWidth;
int YPos=TileID/TileBrowserWidth;
glLoadIdentity();
glTranslatef(CamPos.x+XPos*(1+TileBrowserGap),CamPos.y-YPos*(1+TileBrowserGap),CamPos.z);
RenderMisc(TileID==LTile,TileID==RTile,TileID==CursorPos,GridFlag);
glColor3f(0.5,0.5,0.5);
ThisTile.Render();
TileID++;
}
}
/*****************************************************************************/
void CTileSet::RenderMisc(BOOL LTileFlag,BOOL RTileFlag,BOOL CursorFlag,BOOL GridFlag)
{
glDisable(GL_TEXTURE_2D);
if (LTileFlag || RTileFlag || CursorFlag)
{
glBegin(GL_QUADS);
glNormal3f( 1,1,1);
glColor3ub(255,255,0);
if (LTileFlag)
{
glColor3ub(255,0,0);
}
if (RTileFlag)
{
glColor3ub(0,0,255);
}
BuildGLQuad(TileBrowserX0,TileBrowserX1,TileBrowserY0,TileBrowserY1,0);
glEnd();
}
if (GridFlag)
{
glBegin(GL_LINES);
glNormal3f( 1,1,1);
glColor3ub(255,255,255);
glVertex3f( TileBrowserX0,TileBrowserY0,0);
glVertex3f( TileBrowserX1,TileBrowserY0,0);
glVertex3f( TileBrowserX0,TileBrowserY1,0);
glVertex3f( TileBrowserX1,TileBrowserY1,0);
glVertex3f( TileBrowserX0,TileBrowserY0,0);
glVertex3f( TileBrowserX0,TileBrowserY1,0);
glVertex3f( TileBrowserX1,TileBrowserY0,0);
glVertex3f( TileBrowserX1,TileBrowserY1,0);
glEnd();
}
glEnable(GL_TEXTURE_2D);
}
/*****************************************************************************/
int CTileSet::FindCursorPos(CCore *Core,CMapEditView *View,Vec &CamPos,CPoint &MousePos)
{
int ListSize=Tile.size();
GLint Viewport[4];
GLuint SelectBuffer[SELECT_BUFFER_SIZE];
int HitCount;
int TileID=0;
glGetIntegerv(GL_VIEWPORT, Viewport);
glSelectBuffer (SELECT_BUFFER_SIZE, SelectBuffer );
glRenderMode (GL_SELECT);
glInitNames();
glPushName(-1);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluPickMatrix( MousePos.x ,(Viewport[3]-MousePos.y),5.0,5.0,Viewport);
View->SetupPersMatrix();
glMatrixMode(GL_MODELVIEW);
while(TileID!=ListSize)
{
int XPos=TileID%TileBrowserWidth;
int YPos=TileID/TileBrowserWidth;
glLoadIdentity();
glTranslatef(CamPos.x+XPos*(1+TileBrowserGap),CamPos.y-YPos*(1+TileBrowserGap),CamPos.z);
glLoadName (TileID);
glBegin (GL_QUADS);
BuildGLQuad(TileBrowserX0,TileBrowserX1,TileBrowserY0,TileBrowserY1,0);
glEnd();
TileID++;
}
HitCount= glRenderMode (GL_RENDER);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
// Process hits
GLuint *HitPtr=SelectBuffer;
TileID=-1;
if (HitCount) // Just take 1st
{
TileID=HitPtr[3];
}
glMatrixMode(GL_MODELVIEW); // <-- Prevent arse GL assert
return(TileID);
}