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