796 lines
19 KiB
C++
796 lines
19 KiB
C++
/*********************/
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/*** Elem Stuph ***/
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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 <Vector>
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#include <GFName.hpp>
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#include "Core.h"
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#include "TexCache.h"
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#include "Elem.h"
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#include "GinTex.h"
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#include "utils.h"
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/*****************************************************************************/
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const float XFlipMtx[]=
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{
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-1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1,
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};
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const float YFlipMtx[]=
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{
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1, 0, 0, 0,
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0,-1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1,
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};
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/*****************************************************************************/
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CElem::CElem(int Width,int Height)
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{
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ElemWidth=Width;
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ElemHeight=Height;
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UnitWidth=ElemWidth/UnitSize;
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UnitHeight=ElemHeight/UnitSize;
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ElemID=-1;
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ElemRGB=(u8*)malloc(ElemWidth*ElemHeight*3);
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memset(ElemRGB,0,ElemWidth*ElemHeight*3);
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Type=ElemType2d;
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TexXOfs=0;
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TexYOfs=0;
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CreateBlankTileGfx();
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}
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/*****************************************************************************/
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// 3d Elem (From Gin File)
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CElem::CElem(CCore *Core,const char *Filename,CScene &ThisScene,int Node)
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{
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CNode &ThisNode=ThisScene.GetNode(Node);
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CTexCache &TexCache=Core->GetTexCache();
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GFName Path=Filename;
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SetPath=Path.Drive();
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SetPath+=Path.Dir();
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SetPath.Append('\\');
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Type=ElemType3d;
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TexXOfs=-1;
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TexYOfs=-1;
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Build3dElem(TexCache,ThisScene,Node);
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Calc3dSize();
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Ofs.x=+0.5f; Ofs.y=0; Ofs.z=+4.0f;
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Build3dDrawList(TexCache,DrawList[ElemType3d]);
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Create2dTexture(TexCache,Path.File(),Node);
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Build2dDrawList(TexCache,DrawList[ElemType2d]);
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if (!ValidFlag) CreateInvalidTileGfx();
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}
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/*****************************************************************************/
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// 2d Elem (From Bmp File)
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CElem::CElem(CCore *Core,const char *Filename,int TexID,int XOfs,int YOfs,int Width,int Height)
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{
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CTexCache &TexCache=Core->GetTexCache();
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GFName Path=Filename;
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ElemWidth=Width;
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ElemHeight=Height;
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UnitWidth=ElemWidth/UnitSize;
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UnitHeight=ElemHeight/UnitSize;
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Type=ElemType2d;
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TexXOfs=XOfs;
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TexYOfs=YOfs;
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Build2dElem(Core,Path.File(),TexID);
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Ofs.Zero();
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Build3dDrawList(TexCache,DrawList[ElemType3d]);
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Create2dTexture(TexCache,Path.File(),TexID);
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Build2dDrawList(TexCache,DrawList[ElemType2d]);
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if (!ValidFlag) CreateInvalidTileGfx();
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}
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/*****************************************************************************/
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void CElem::CleanUp()
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{
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free(ElemRGB);
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}
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/*****************************************************************************/
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void CElem::Build2dElem(CCore *Core,const char *Filename,int TexID)
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{
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const Vector3 P0(0.0f,0.0f,0.0f);
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const Vector3 P1(1.0f,0.0f,0.0f);
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const Vector3 P2(0.0f,1.0f,0.0f);
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const Vector3 P3(1.0f,1.0f,0.0f);
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int ListSize=TriList.size();
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TriList.resize(ListSize+2);
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sTriFace &Tri0=TriList[ListSize+0];
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sTriFace &Tri1=TriList[ListSize+1];
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CTexCache &TexCache=Core->GetTexCache();
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sTex &ThisTex=TexCache.GetTex(TexID);
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float u0,u1,v0,v1;
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u0=(TexXOfs)*ThisTex.dW;
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u1=u0+ThisTex.dW;
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v0=(((ThisTex.TexHeight/UnitSize)-(TexYOfs+1))*ThisTex.dH);
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v1=v0+ThisTex.dH;
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Tri0.Mat=TexID;
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Tri0.vtx[0]=P0;
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Tri0.vtx[1]=P1;
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Tri0.vtx[2]=P2;
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Tri0.uvs[0].u=u0; Tri0.uvs[0].v=v0;
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Tri0.uvs[1].u=u1; Tri0.uvs[1].v=v0;
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Tri0.uvs[2].u=u0; Tri0.uvs[2].v=v1;
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Tri1.Mat=TexID;
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Tri1.vtx[0]=P1;
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Tri1.vtx[1]=P2;
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Tri1.vtx[2]=P3;
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Tri1.uvs[0].u=u1; Tri1.uvs[0].v=v0;
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Tri1.uvs[1].u=u0; Tri1.uvs[1].v=v1;
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Tri1.uvs[2].u=u1; Tri1.uvs[2].v=v1;
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}
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/*****************************************************************************/
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void CElem::Build3dElem(CTexCache &TexCache,CScene &ThisScene,int Node)
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{
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CNode &ThisNode=ThisScene.GetNode(Node);
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int ChildCount=ThisNode.GetChildCount();
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std::vector<sGinTri> const &NodeTriList=ThisNode.GetTris();
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std::vector<Vector3>const &NodeVtxList=ThisNode.GetRelPts();
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std::vector<sUVTri> const &NodeUVList=ThisNode.GetUVTris();
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std::vector<int> const &NodeTriMat=ThisNode.GetTriMaterial();
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std::vector<GString> const &TexList= ThisScene.GetTexNames();//List();
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std::vector<Material> const &MatList= ThisScene.GetMaterials();
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int TriCount=NodeTriList.size();
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int ListSize=TriList.size();
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TriList.resize(ListSize+TriCount);
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for (int T=0; T<TriCount; T++)
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{
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sGinTri const &ThisTri=NodeTriList[T];
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sUVTri const &ThisUV=NodeUVList[T];
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sTriFace &Tri=TriList[ListSize+T];
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int ThisMat=NodeTriMat[T];
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int TexID=1;
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// Sort Textures - Only add the ones that are used :o)
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TexID=MatList[ThisMat].TexId;
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if (TexID!=-1)
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{
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GString ThisName;
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ThisName=SetPath+TexList[TexID];
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TexID=TexCache.ProcessTexture(ThisName,MatList[ThisMat].Flags);
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}
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// Sort Rest of Tri info
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for (int p=0; p<3; p++)
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{
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Tri.vtx[p]=NodeVtxList[ThisTri.p[p]];
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Tri.uvs[p].u=ThisUV.p[p].u;
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Tri.uvs[p].v=ThisUV.p[p].v;
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Tri.Mat=TexID;
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}
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}
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for (int Child=0; Child<ChildCount; Child++) Build3dElem(TexCache,ThisScene,ThisNode.PruneChildList[Child]);
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}
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/*****************************************************************************/
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void CElem::Calc3dSize()
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{
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int ListSize=TriList.size();
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float XMin=+9999;
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float XMax=-9999;
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float YMin=+9999;
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float YMax=-9999;
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for (int i=0; i<ListSize; i++)
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{
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sTriFace &Tri=TriList[i];
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for (int p=0; p<3; p++)
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{
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if (XMin>Tri.vtx[p].x) XMin=Tri.vtx[p].x;
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if (XMax<Tri.vtx[p].x) XMax=Tri.vtx[p].x;
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if (YMin>Tri.vtx[p].y) YMin=Tri.vtx[p].y;
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if (YMax<Tri.vtx[p].y) YMax=Tri.vtx[p].y;
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}
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}
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UnitWidth=round(XMax-XMin);
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UnitHeight=round(YMax-YMin);
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if (UnitWidth<1) UnitWidth=1;
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if (UnitHeight<1) UnitHeight=1;
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ElemWidth=UnitWidth*UnitSize;
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ElemHeight=UnitHeight*UnitSize;
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}
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/*****************************************************************************/
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void CElem::Build2dDrawList(CTexCache &TexCache,GLint &List)
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{
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List=glGenLists(1);
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glNewList(List,GL_COMPILE);
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glBindTexture(GL_TEXTURE_2D, TexCache.GetTexGLId(ElemID));
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glBegin (GL_QUADS);
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glTexCoord2f(0.0f,0.0f);
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glVertex3f( 0.0f,0.0f,0.0f);
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glTexCoord2f(1.0f,0.0f);
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glVertex3f( UnitWidth,0.0f,0.0f);
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glTexCoord2f(1.0f,1.0f);
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glVertex3f( UnitWidth,UnitHeight,0.0f);
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glTexCoord2f(0.0f,1.0f);
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glVertex3f( 0.0f,UnitHeight,0.0f);
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glEnd();
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glEndList();
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}
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/*****************************************************************************/
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// Build OpenGL display lists, sorted by material (luckily by gin!!)
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void CElem::Build3dDrawList(CTexCache &TexCache,GLint &List)
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{
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int TriCount=TriList.size();
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int LastMat=-1,ThisMat;
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List=glGenLists(1);
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glNewList(List,GL_COMPILE);
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for (int T=0; T<TriCount; T++)
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{
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sTriFace &ThisTri=TriList[T];
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ThisMat=ThisTri.Mat;
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if (!T || ThisMat!=LastMat) // First Tri or new material
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{
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if (T) glEnd(); // Not first tri, so end previous mat set
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glBindTexture(GL_TEXTURE_2D, TexCache.GetTexGLId(ThisMat));
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glBegin (GL_TRIANGLES);
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LastMat=ThisMat;
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}
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for (int p=0; p<3; p++)
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{
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Vector3 &ThisVtx=ThisTri.vtx[p];
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glTexCoord2f(ThisTri.uvs[p].u, ThisTri.uvs[p].v);
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glVertex3f( (ThisVtx.x+Ofs.x), (ThisVtx.y+Ofs.y), -(ThisVtx.z+Ofs.z)); // Neg Z (cos openGL)
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}
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}
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glEnd();
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glEndList();
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}
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/*****************************************************************************/
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void CElem::Render(int Flags,bool Render3d)
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{
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glPushMatrix();
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if (Flags & PC_TILE_FLAG_MIRROR_X)
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{
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glTranslatef(1,0,0);
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glMultMatrixf(XFlipMtx);
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}
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if (Flags & PC_TILE_FLAG_MIRROR_Y)
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{
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glTranslatef(0,1,0);
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glMultMatrixf(YFlipMtx);
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}
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int ColFlags=Flags >> PC_TILE_FLAG_COLLISION_SHIFT;
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if (ColFlags)
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{
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switch (ColFlags)
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{
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case PC_TILE_COLLISION_NORMAL: glColor4f(1.0f,1.0f,1.0f,0.5); break;
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case PC_TILE_COLLISION_DAMAGE: glColor4f(1.0f,0.0f,0.0f,0.5); break;
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case PC_TILE_COLLISION_SLIPPERY: glColor4f(0.0f,1.0f,0.0f,0.5); break;
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case PC_TILE_COLLISION_ELECTRIC: glColor4f(1.0f,0.0f,1.0f,0.5); break;
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case PC_TILE_COLLISION_STICKY: glColor4f(1.0f,1.0f,0.0f,0.5); break;
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case PC_TILE_COLLISION_WATER: glColor4f(0.0f,0.0f,1.0f,0.5); break;
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case PC_TILE_COLLISION_SOLID: glColor4f(0.0f,1.0f,1.0f,0.5); break;
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case PC_TILE_COLLISION_DEATH: glColor4f(1.0f,0.5f,0.5f,0.5); break;
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}
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}
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glEnable(GL_TEXTURE_2D);
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if (Render3d)
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{
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glEnable(GL_DEPTH_TEST);
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glCallList(DrawList[ElemType3d]);
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glDisable(GL_DEPTH_TEST);
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}
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else
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{
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glCallList(DrawList[ElemType2d]);
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}
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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 CElem::RenderInvalid()
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{
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float X0=0;
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float X1=UnitWidth;
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float Y0=0;
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float Y1=UnitHeight;
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glBindTexture(GL_TEXTURE_2D, 0);
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glBegin(GL_LINES);
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glColor4f(1,1,1,1);
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glVertex3f( X0,Y0,0);
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glVertex3f( X1,Y1,0);
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glVertex3f( X1,Y0,0);
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glVertex3f( X0,Y1,0);
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glEnd();
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}
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/*****************************************************************************/
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void CElem::Purge()
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{
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for (int i=0; i<ElemTypeMax; i++)
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glDeleteLists(DrawList[i],1);
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TriList.clear();
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}
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/*****************************************************************************/
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// Only created for the tile browser, should NEVER appear in main view
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void CElem::CreateBlankTileGfx()
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{
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float X0=0;
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float X1=UnitWidth;
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float Y0=0;
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float Y1=UnitHeight;
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Purge();
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for (int i=0; i<ElemTypeMax; i++)
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{
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DrawList[i]=glGenLists(1);
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glNewList(DrawList[i],GL_COMPILE);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBegin(GL_LINES);
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glColor4f(1,1,1,1);
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glVertex3f( X0,Y0,0);
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glVertex3f( X1,Y0,0);
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glVertex3f( X0,Y1,0);
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glVertex3f( X1,Y1,0);
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glVertex3f( X0,Y0,0);
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glVertex3f( X0,Y1,0);
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glVertex3f( X1,Y0,0);
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glVertex3f( X1,Y1,0);
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glEnd();
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glEndList();
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}
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}
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/*****************************************************************************/
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void CElem::CreateInvalidTileGfx()
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{
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float X0=0;
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float X1=UnitWidth;
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float Y0=0;
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float Y1=UnitHeight;
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Purge();
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for (int i=0; i<ElemTypeMax; i++)
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{
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DrawList[i]=glGenLists(1);
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glNewList(DrawList[i],GL_COMPILE);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBegin(GL_LINES);
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glColor4f(1,1,1,1);
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glVertex3f( X0,Y0,0);
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glVertex3f( X1,Y1,0);
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glVertex3f( X1,Y0,0);
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glVertex3f( X0,Y1,0);
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glEnd();
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glEndList();
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}
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}
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/*****************************************************************************/
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void CElem::RenderElem4Texture(sRGBData &RGBData)
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{
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glClearColor(1,0,1,1 );
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glPushAttrib(GL_VIEWPORT_BIT);
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glViewport(0,0,RGBData.Width,RGBData.Height);
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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glOrtho(-0.5f, +0.5f, -0.5f, +0.5f, -16.0f, +16.0f);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glTranslatef(-0.5f,-0.5f,0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen
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glColor3f(1,1,1);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_DEPTH_TEST);
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glCallList(DrawList[ElemType3d]);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_TEXTURE_2D);
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glPopMatrix();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glPopAttrib();
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glReadPixels(0,0,RGBData.Width,RGBData.Height,GL_RGB, GL_UNSIGNED_BYTE,RGBData.RGB);
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glClearColor(0,0,0,1 );
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear Screen
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}
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/*****************************************************************************/
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// ID used to create unique textures within one set :o)
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void CElem::Create2dTexture(CTexCache &TexCache,const char *Filename,int ID)
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{
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sRGBData RGBData;
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ElemRGB=(u8*)malloc(ElemWidth*ElemHeight*3);
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RGBData.Width=ElemWidth;
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RGBData.Height=ElemHeight;
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RGBData.RGB=ElemRGB;
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RenderElem4Texture(RGBData);
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ElemID=TexCache.ProcessTexture("",0,&RGBData);
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ValidFlag=CheckHasData(RGBData);
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#ifdef _DEBUG
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if (0)
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{
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char Filename[256];
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char TexName[256];
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static asd=0;
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sprintf(TexName,"_2dPc_%s_%03d",Filename,asd++);
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sprintf(Filename,"/x/%s.Tga",TexName);
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SaveTGA(Filename,ElemWidth,ElemHeight,ElemRGB);
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}
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#endif
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}
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/*****************************************************************************/
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bool CElem::CheckHasData(sRGBData &RGBData)
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{
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u8 *Src=RGBData.RGB;
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int Size=RGBData.Width*RGBData.Height;
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for (int i=0; i<Size; i++)
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{
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u8 R=*Src++;
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u8 G=*Src++;
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u8 B=*Src++;
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if (R!=255 || G!=0 || B!=255) return(TRUE);
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}
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return(FALSE);
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
/*****************************************************************************/
|
|
/*** Elem Set ****************************************************************/
|
|
/*****************************************************************************/
|
|
/*****************************************************************************/
|
|
CElemSet::CElemSet(const char *_Filename,int Idx,int Width,int Height)
|
|
{
|
|
GFName FName=_Filename;
|
|
|
|
Filename=_Filename;
|
|
Name=FName.File();
|
|
|
|
DefWidth=Width;
|
|
DefHeight=Height;
|
|
Loaded=FALSE;
|
|
SetNumber=Idx;
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
CElemSet::~CElemSet()
|
|
{
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
void CElemSet::CleanUp()
|
|
{
|
|
int ListSize=ElemList.size();
|
|
|
|
for (int i=0; i<ListSize; i++)
|
|
{
|
|
ElemList[i].CleanUp();
|
|
}
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
void CElemSet::Load(CCore *Core)
|
|
{
|
|
GFName FName=Filename;
|
|
GString Ext=FName.Ext();
|
|
Ext.Upper();
|
|
|
|
if (Ext=="GIN")
|
|
Load3d(Core);
|
|
else
|
|
Load2d(Core);
|
|
Loaded=TRUE;
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
void CElemSet::Load2d(CCore *Core)
|
|
{
|
|
CTexCache &TexCache=Core->GetTexCache();
|
|
int TexID=TexCache.ProcessTexture(Filename,0);
|
|
sTex &ThisTex=TexCache.GetTex(TexID);
|
|
int Width=ThisTex.TexWidth/DefWidth;
|
|
int Height=ThisTex.TexHeight/DefHeight;
|
|
|
|
ElemList.push_back(CElem(DefWidth,DefHeight)); // Insert Blank
|
|
|
|
for (int Y=0; Y<Height; Y++)
|
|
{
|
|
for (int X=0; X<Width; X++)
|
|
{
|
|
ElemList.push_back(CElem(Core,Filename,TexID,X,Y,DefWidth,DefHeight));
|
|
}
|
|
}
|
|
ElemBrowserWidth=Width;
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
void CElemSet::Load3d(CCore *Core)
|
|
{
|
|
CScene Scene;
|
|
|
|
Scene.Load(Filename);
|
|
|
|
CNode &ThisNode=Scene.GetSceneNode(0);
|
|
int ChildCount=ThisNode.GetPruneChildCount();
|
|
|
|
ElemList.push_back(CElem(DefWidth,DefHeight)); // Insert Blank
|
|
|
|
for (int Child=0; Child<ChildCount; Child++)
|
|
{
|
|
ElemList.push_back(CElem(Core,Filename,Scene,ThisNode.PruneChildList[Child]));
|
|
}
|
|
ElemBrowserWidth=DEF_ELEMBROWSWEWIDTH;
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
void CElemSet::Purge()
|
|
{
|
|
int ListSize=ElemList.size();
|
|
|
|
for (int i=0; i<ListSize; i++)
|
|
{
|
|
ElemList[i].Purge();
|
|
}
|
|
ElemList.clear();
|
|
Loaded=FALSE;
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
CPoint CElemSet::GetElemPos(int ID)
|
|
{
|
|
if (ID==0)
|
|
return(CPoint(-1,-1));
|
|
else
|
|
return(IDToPoint(ID-1,ElemBrowserWidth));
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
bool CElemSet::IsValid(int No)
|
|
{
|
|
int ListSize=ElemList.size();
|
|
if (No>ListSize) return(false);
|
|
return(ElemList[No].IsValid());
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
/*****************************************************************************/
|
|
/*** Elem Bank ***************************************************************/
|
|
/*****************************************************************************/
|
|
/*****************************************************************************/
|
|
/*****************************************************************************/
|
|
CElemBank::CElemBank()
|
|
{
|
|
LoadFlag=FALSE;
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
CElemBank::~CElemBank()
|
|
{
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
void CElemBank::CleanUp()
|
|
{
|
|
int ListSize=SetList.size();
|
|
|
|
for (int i=0; i<ListSize; i++)
|
|
{
|
|
SetList[i].CleanUp();
|
|
}
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
void CElemBank::Load(CFile *File,int Version)
|
|
{
|
|
int ListSize;
|
|
GFName RootPath=File->GetFilePath();
|
|
GString FilePath;
|
|
char FixPath[1024];
|
|
|
|
FilePath=RootPath.Drive();
|
|
FilePath+=RootPath.Dir();
|
|
FilePath.Append('\\');
|
|
FilePath.Upper();
|
|
|
|
File->Read(&ListSize,sizeof(int));
|
|
|
|
// New Style rel storage
|
|
for (int i=0;i<ListSize;i++)
|
|
{
|
|
char c=1;
|
|
GString FullName;//=FilePath;
|
|
|
|
while (c)
|
|
{
|
|
File->Read(&c,1);
|
|
FullName.Append(c);
|
|
}
|
|
FullName.Upper();
|
|
GFName::makeabsolute(FilePath,FullName,FixPath);
|
|
FullName=FixPath;
|
|
_fullpath( FixPath, FullName, 1024);
|
|
for (int z=0; z<strlen(FixPath); z++)
|
|
{// Invalidate any long name short cackness
|
|
if (FixPath[z]=='~') FixPath[z]='_';
|
|
}
|
|
FullName=FixPath;
|
|
|
|
CheckFilename(FullName);
|
|
FullName.Upper();
|
|
AddSet(FullName);
|
|
}
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
void CElemBank::Save(CFile *File)
|
|
{
|
|
int ListSize=SetList.size();
|
|
GFName RootPath=File->GetFilePath();
|
|
GString SavePath;
|
|
|
|
SavePath=RootPath.Drive();
|
|
SavePath+=RootPath.Dir();
|
|
SavePath.Append('\\');
|
|
|
|
SavePath.Upper();
|
|
|
|
File->Write(&ListSize,sizeof(int));
|
|
|
|
for (int i=0; i<ListSize; i++)
|
|
{
|
|
char Filename[256+64];
|
|
RootPath.makerelative(SavePath,SetList[i].GetFilename(),Filename);
|
|
File->Write(Filename,strlen(Filename)+1);
|
|
}
|
|
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
void CElemBank::AddSet(const char *Filename)
|
|
{
|
|
int ListSize=SetList.size();
|
|
CElemSet NewSet(Filename,ListSize);
|
|
|
|
SetList.Add(NewSet);
|
|
if (SetList.size()!=ListSize) LoadFlag=TRUE;
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
void CElemBank::LoadAllSets(CCore *Core)
|
|
{
|
|
int ListSize=SetList.size();
|
|
|
|
if (!LoadFlag) return;
|
|
|
|
for (int i=0;i<ListSize;i++)
|
|
{
|
|
CElemSet &ThisSet=SetList[i];
|
|
|
|
if (!ThisSet.IsLoaded()) ThisSet.Load(Core);
|
|
}
|
|
LoadFlag=false;
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
void CElemBank::LoadNewSet(CCore *Core)
|
|
{
|
|
char BASED_CODE GinFilter[]= "All Tile Files (*.Gin; *.Bmp)|*.gin;*.Bmp|3d Tile Files (*.Gin)|*.Gin|2d Tile Files (*.Bmp)|*.Bmp|All Files (*.*)|*.*||";
|
|
CFileDialog Dlg(TRUE,"Gin",NULL,OFN_HIDEREADONLY | OFN_OVERWRITEPROMPT,GinFilter);
|
|
|
|
if (Dlg.DoModal()!=IDOK) return;
|
|
|
|
char Filename[256];
|
|
sprintf(Filename,"%s",Dlg.GetPathName());
|
|
AddSet(Filename);
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
void CElemBank::ReloadAllSets()
|
|
{
|
|
int ListSize=SetList.size();
|
|
|
|
for (int i=0; i<ListSize; i++)
|
|
{
|
|
SetList[i].Purge();
|
|
}
|
|
|
|
LoadFlag=TRUE;
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
void CElemBank::DeleteSet(int Set)
|
|
{
|
|
SetList.erase(Set);
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
CElem &CElemBank::GetElem(int Set,int Elem)
|
|
{
|
|
ASSERT(Set>=0 && Elem>=0);
|
|
return(SetList[Set].GetElem(Elem));
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
bool CElemBank::IsValid(int Set,int Elem)
|
|
{
|
|
if (Set<0 || Elem<0) return(false);
|
|
if (Elem==0) return(true);
|
|
ASSERT(Set<SetList.size());
|
|
return(SetList[Set].IsValid(Elem));
|
|
}
|
|
|