SBSPSS/Utils/MapEdit/LayerRGB.cpp
2001-07-28 16:33:48 +00:00

563 lines
13 KiB
C++

/*****************/
/*** Layer RGB ***/
/*****************/
#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 "Layer.h"
#include "LayerRGB.h"
#include "Utils.h"
#include "Select.h"
#include "Export.h"
#include "GUILayerRGB.h"
#include "Elem.h"
/*****************************************************************************/
char *CLayerRGB::RGBModeName[CLayerRGB::GUI_MODE_MAX]={"Paint","Tint","Lighten","Darken"};
u8 BrushGfx1[]=
{
1
};
u8 BrushGfx2[]=
{
1,1,
1,1,
};
u8 BrushGfx3[]=
{
0,1,0,
1,2,1,
0,1,0,
};
u8 BrushGfx4[]=
{
0,1,1,0,
1,2,2,1,
1,2,2,1,
0,1,1,0,
};
u8 BrushGfx5[]=
{
0,0,1,0,0,
0,1,2,1,0,
1,2,3,2,1,
0,1,2,1,0,
0,0,1,0,0,
};
u8 BrushGfx6[]=
{
0,0,1,1,0,0,
0,1,2,2,1,0,
1,2,3,3,2,1,
1,2,3,3,2,1,
0,1,2,2,1,0,
0,0,1,1,0,0,
};
u8 BrushGfx7[]=
{
0,0,1,1,1,0,0,
0,1,2,2,2,1,0,
1,2,3,3,3,2,1,
1,2,3,4,3,2,1,
1,2,3,3,3,2,1,
0,1,2,2,2,1,0,
0,0,1,1,1,0,0,
};
u8 BrushGfx8[]=
{
0,0,1,1,1,1,0,0,
0,1,2,2,2,2,1,0,
1,2,3,3,3,3,2,1,
1,2,3,4,4,3,2,1,
1,2,3,4,4,3,2,1,
1,2,3,3,3,3,2,1,
0,1,2,2,2,2,1,0,
0,0,1,1,1,1,0,0,
};
CLayerRGB::sRGBBrush CLayerRGB::RGBBrushTable[CLayerRGB::RGB_BRUSH_MAX]=
{
{1,0,BrushGfx1},
{2,1,BrushGfx2},
{3,1,BrushGfx3},
{4,2,BrushGfx4},
{5,2,BrushGfx5},
{6,3,BrushGfx6},
{7,3,BrushGfx7},
{8,4,BrushGfx8},
};
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
// New Layer
CLayerRGB::CLayerRGB(sLayerDef &Def)
{
InitLayer(Def);
CurrentRGB.R=128;
CurrentRGB.G=128;
CurrentRGB.B=128;
CurrentMode=0;
CurrentBrush=0;
ShadeFlag=false;
LastCursPos.x=-1;
LastCursPos.y=-1;
}
/*****************************************************************************/
CLayerRGB::~CLayerRGB()
{
}
/*****************************************************************************/
void CLayerRGB::InitLayer(sLayerDef &Def)
{
CLayer::InitLayer(Def);
SetSize(Def.Width,Def.Height,true);
}
/*****************************************************************************/
void CLayerRGB::Load(CFile *File,int Version)
{
InitLayer(LayerDef);
File->Read(&CurrentRGB,sizeof(sRGBElem));
File->Read(&CurrentBrush,sizeof(int));
File->Read(&CurrentMode,sizeof(int));
File->Read(&ShadeFlag,sizeof(bool));
// Read Map
File->Read(&MapWidth,sizeof(int));
File->Read(&MapHeight,sizeof(int));
SetSize(MapWidth,MapHeight,false);
for (int Y=0; Y<MapHeight; Y++)
{
for (int X=0; X<MapWidth; X++)
{
sRGBElem &ThisElem=Map[X][Y];
File->Read(&ThisElem,sizeof(sRGBElem));
}
}
}
/*****************************************************************************/
void CLayerRGB::Save(CFile *File)
{
// Always Save current version
File->Write(&CurrentRGB,sizeof(sRGBElem));
File->Write(&CurrentBrush,sizeof(int));
File->Write(&CurrentMode,sizeof(int));
File->Write(&ShadeFlag,sizeof(bool));
// Read Map
File->Write(&MapWidth,sizeof(int));
File->Write(&MapHeight,sizeof(int));
for (int Y=0; Y<MapHeight; Y++)
{
for (int X=0; X<MapWidth; X++)
{
sRGBElem &ThisElem=Map[X][Y];
File->Write(&ThisElem,sizeof(sRGBElem));
}
}
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
void CLayerRGB::Render(CCore *Core,Vector3 &CamPos,bool Is3d)
{
Vector3 ThisCam=Core->OffsetCam(CamPos,GetScaleFactor());
float ZoomW=Core->GetZoomW();
float ZoomH=Core->GetZoomH();
float ScrOfsX=(ZoomW/2);
float ScrOfsY=(ZoomH/2);
Vector3 &Scale=Core->GetScaleVector();
int StartX=(int)ThisCam.x;
int StartY=(int)ThisCam.y;
float ShiftX=ThisCam.x - (int)ThisCam.x;
float ShiftY=ThisCam.y - (int)ThisCam.y;
CLayerTile *ActionLayer=(CLayerTile*)Core->GetActionLayer();
if (StartX<0) StartX=0;
if (StartY<0) StartY=0;
int DrawW=ZoomW+8;
int DrawH=ZoomH+8;
if (StartX+DrawW>MapWidth) DrawW=MapWidth-StartX;
if (StartY+DrawH>MapHeight) DrawH=MapHeight-StartY;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glScalef(Scale.x,Scale.y,Scale.z);
glTranslatef(-ShiftX,ShiftY,0); // Set scroll offset
glTranslatef(-ScrOfsX,ScrOfsY,0); // Bring to top left corner
for (int YLoop=0; YLoop<DrawH; YLoop++)
{
for (int XLoop=0; XLoop<DrawW; XLoop++)
{
int XPos=StartX+XLoop;
int YPos=StartY+YLoop;
sRGBElem &ThisElem=Map[XPos][YPos];
sMapElem &MapElem=ActionLayer->GetMapElem(XPos,YPos);
if (MapElem.Tile)
{
float fR=(1.0f/255.0f)*ThisElem.R;
float fG=(1.0f/255.0f)*ThisElem.G;
float fB=(1.0f/255.0f)*ThisElem.B;
glLoadName (0);
glBegin (GL_QUADS);
glColor4f(fR,fG,fB,0.5);
BuildGLQuad(0,1,0,1,0);
glEnd();
}
glTranslatef(1.0f,0,0); // Next X
}
glTranslatef(-DrawW,-1,0); // Next y, rewind to start X
}
glPopMatrix();
}
/*****************************************************************************/
void CLayerRGB::RenderCursor(CCore *Core,Vector3 &CamPos,bool Is3d)
{
Vector3 ThisCam=Core->OffsetCam(CamPos,GetScaleFactor());
CPoint CursPos=Core->GetCursorPos();
if (CursPos.x<0 || CursPos.y<0) return;
sRGBBrush &ThisBrush=RGBBrushTable[CurrentBrush];
CursPos.x-=ThisBrush.XYOfs;
CursPos.y-=ThisBrush.XYOfs;
CursPos.x-=(int)ThisCam.x;
CursPos.y-=(int)ThisCam.y;
float ZoomW=Core->GetZoomW();
float ZoomH=Core->GetZoomH();
float ScrOfsX=(ZoomW/2);
float ScrOfsY=(ZoomH/2);
Vector3 &Scale=Core->GetScaleVector();
float ShiftX=ThisCam.x - (int)ThisCam.x;
float ShiftY=ThisCam.y - (int)ThisCam.y;
u8 *Gfx=ThisBrush.Gfx;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glScalef(Scale.x,Scale.y,Scale.z);
glTranslatef(-ShiftX,ShiftY,0); // Set scroll offset
glTranslatef(-ScrOfsX,ScrOfsY,0); // Bring to top left corner
glTranslatef(CursPos.x,-CursPos.y,0); // Bring to top left corner
for (int YLoop=0; YLoop<ThisBrush.WH; YLoop++)
{
for (int XLoop=0; XLoop<ThisBrush.WH; XLoop++)
{
u8 B=*Gfx++;
float fR,fG,fB,Bi;
Bi=(1.0f/8.0f)*(float)B;
if (B)
{
glLoadName (0);
glBegin (GL_QUADS);
switch(CurrentMode)
{
case GUI_MODE_PAINT:
fR=CurrentRGB.R;
fG=CurrentRGB.G;
fB=CurrentRGB.B;
break;
case GUI_MODE_TINT:
fR=((1.0f/255.0f)*CurrentRGB.R)+Bi;
fG=((1.0f/255.0f)*CurrentRGB.G)+Bi;
fB=((1.0f/255.0f)*CurrentRGB.B)+Bi;
break;
case GUI_MODE_LIGHTEN:
case GUI_MODE_DARKEN:
fR=1;
fG=1;
fB=1;
break;
}
glColor4f(fR,fG,fB,0.5);
BuildGLQuad(0,1,0,1,0);
glEnd();
}
glTranslatef(1.0f,0,0); // Next X
}
glTranslatef(-ThisBrush.WH,-1,0); // Next y, rewind to start X
}
glPopMatrix();
}
/*****************************************************************************/
void CLayerRGB::CheckLayerSize(int Width,int Height)
{
if (Resize(Width,Height))
{
CString mexstr;
mexstr.Format("%s Layer Resized to Correct Size\nPlease re-save\n", GetName());
AfxMessageBox(mexstr,MB_OK | MB_ICONEXCLAMATION);
}
}
/*****************************************************************************/
void CLayerRGB::SetSize(int Width,int Height,BOOL ClearFlag)
{
MapWidth=Width;
MapHeight=Height;
Map.resize(Width);
for (int i=0;i<Width;i++)
{
Map[i].resize(Height);
}
if (ClearFlag) Clear();
}
/*****************************************************************************/
void CLayerRGB::Clear()
{
for (int Y=0;Y<MapHeight;Y++)
{
for (int X=0;X<MapWidth;X++)
{
Map[X][Y].R=128;
Map[X][Y].G=128;
Map[X][Y].B=128;
}
}
}
/*****************************************************************************/
bool CLayerRGB::Resize(int Width,int Height)
{
if (MapWidth!= Width || MapHeight!=Height)
{
SetSize(Width,Height,true);
return(true);
}
return(false);
}
/*****************************************************************************/
/*** Gui *********************************************************************/
/*****************************************************************************/
void CLayerRGB::GUIInit(CCore *Core)
{
int i;
GUIRGB.DisableCallback();
Core->GUIAdd(GUIRGB,IDD_LAYER_RGB);
// Init ModeList
GUIRGB.m_ModeList.ResetContent();
for (i=0; i<GUI_MODE_MAX; i++)
{
GUIRGB.m_ModeList.AddString(RGBModeName[i]);
}
GUIRGB.m_RSpin.SetRange(0,255);
GUIRGB.m_GSpin.SetRange(0,255);
GUIRGB.m_BSpin.SetRange(0,255);
GUIRGB.m_BrushSpin.SetRange(0,RGB_BRUSH_MAX-1);
GUIRGB.EnableCallback();
Core->RedrawView();
}
/*****************************************************************************/
void CLayerRGB::GUIKill(CCore *Core)
{
GUIChanged(Core);
Core->GUIRemove(GUIRGB,IDD_LAYER_RGB);
}
/*****************************************************************************/
void CLayerRGB::GUIUpdate(CCore *Core)
{
GUIRGB.DisableCallback();
GUIRGB.m_ModeList.SetCurSel(CurrentMode);
GUIRGB.SetRGB(CurrentRGB.R,CurrentRGB.G,CurrentRGB.B);
GUIRGB.SetVal(GUIRGB.m_Brush,CurrentBrush);
GUIRGB.m_Shade.SetCheck(ShadeFlag);
GUIRGB.EnableCallback();
}
/*****************************************************************************/
void CLayerRGB::GUIChanged(CCore *Core)
{
CurrentMode=GUIRGB.m_ModeList.GetCurSel();
GUIRGB.GetRGB(CurrentRGB.R,CurrentRGB.G,CurrentRGB.B);
GUIRGB.GetVal(GUIRGB.m_Brush,CurrentBrush);
ShadeFlag=GUIRGB.m_Shade.GetCheck()!=0;
}
/*****************************************************************************/
/*** Functions ***************************************************************/
/*****************************************************************************/
bool CLayerRGB::LButtonControl(CCore *Core,UINT nFlags, CPoint &CursorPos,bool DownFlag)
{
if (DownFlag)
{
Paint(Core,CursorPos);
}
else
{
LastCursPos.x=-1;
LastCursPos.y=-1;
}
return(true);
}
/*****************************************************************************/
bool CLayerRGB::RButtonControl(CCore *Core,UINT nFlags, CPoint &CursorPos,bool DownFlag)
{
if (DownFlag) Grab(Core,CursorPos);
return(true);
}
/*****************************************************************************/
bool CLayerRGB::MouseMove(CCore *Core,UINT nFlags, CPoint &CursorPos)
{
if (nFlags & MK_LBUTTON)
{
Paint(Core,CursorPos);
}
return(true);
}
/*****************************************************************************/
void CLayerRGB::Paint(CCore *Core,CPoint &CursorPos)
{
if (CursorPos.x<0 || CursorPos.x>MapWidth) return;
if (CursorPos.y<0 || CursorPos.y>MapHeight) return;
if (CursorPos.x== LastCursPos.x && CursorPos.y==LastCursPos.y) return;
LastCursPos=CursorPos;
sRGBBrush &ThisBrush=RGBBrushTable[CurrentBrush];
u8 *Gfx=ThisBrush.Gfx;
CPoint CursPos;
CursPos.x=CursorPos.x-ThisBrush.XYOfs;
CursPos.y=CursorPos.y-ThisBrush.XYOfs;
for (int Y=0; Y<ThisBrush.WH; Y++)
{
for (int X=0; X<ThisBrush.WH; X++)
{
CPoint Pos=CursPos;
Pos.x+=X;
Pos.y+=Y;
int Blk=*Gfx++;
if (Blk)
if (Pos.x>=0 && Pos.x<MapWidth &&
Pos.y>=0 && Pos.y<MapHeight)
{
sRGBElem MapElem=GetRGB(Pos.x,Pos.y);
int R=CurrentRGB.R;
int G=CurrentRGB.G;
int B=CurrentRGB.B;
int Br=(R/8)*Blk;
int Bg=(G/8)*Blk;
int Bb=(B/8)*Blk;
switch(CurrentMode)
{
case GUI_MODE_PAINT:
break;
case GUI_MODE_TINT:
R=(MapElem.R+Br);
G=(MapElem.G+Bg);
B=(MapElem.B+Bb);
break;
case GUI_MODE_LIGHTEN:
R=MapElem.R+4;
G=MapElem.G+4;
B=MapElem.B+4;
break;
case GUI_MODE_DARKEN:
R=MapElem.R-4;
G=MapElem.G-4;
B=MapElem.B-4;
break;
}
if (R<0) R=0; else if (R>255) R=255;
if (G<0) G=0; else if (G>255) G=255;
if (B<0) B=0; else if (B>255) B=255;
Map[Pos.x][Pos.y].R=R;
Map[Pos.x][Pos.y].G=G;
Map[Pos.x][Pos.y].B=B;
}
}
}
}
/*****************************************************************************/
void CLayerRGB::Grab(CCore *Core,CPoint &CursorPos)
{
if (CursorPos.x<0 || CursorPos.x>MapWidth) return;
if (CursorPos.y<0 || CursorPos.y>MapHeight) return;
CurrentRGB=Map[CursorPos.x][CursorPos.y];
GUIUpdate(Core);
}
/*****************************************************************************/
void CLayerRGB::Export(CCore *Core,CExport &Exp)
{
Exp.ExportLayerHeader(LayerDef);//LAYER_TYPE_RGB,LayerDef.SubType,LayerDef.Width,LayerDef.Height);
int f=ShadeFlag;
Exp.Write(&f,sizeof(int));
for (int Y=0; Y<MapHeight; Y++)
{
for (int X=0; X<MapWidth; X++)
{
sRGBElem &ThisElem=Map[X][Y];
sRGBCol RGB;
RGB.R=ThisElem.R;
RGB.G=ThisElem.G;
RGB.B=ThisElem.B;
Exp.Write(&RGB,sizeof(sRGBCol));
}
}
}