// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #if !defined(AFX_LOCATED_BINDABLE_DIALOG_H__C715DCAB_3F07_4777_96DA_61AE2E420B09__INCLUDED_) #define AFX_LOCATED_BINDABLE_DIALOG_H__C715DCAB_3F07_4777_96DA_61AE2E420B09__INCLUDED_ #if _MSC_VER > 1000 #pragma once #endif namespace NL3D { class CPSLocatedBindable; } #include "nel/misc/rgba.h" // #include "nel/3d/texture.h" #include "nel/3d/ps_plane_basis.h" #include "nel/3d/particle_system.h" #include "nel/3d/ps_particle.h" #include "nel/3d/ps_particle2.h" // #include "ps_wrapper.h" #include "dialog_stack.h" using NLMISC::CRGBA; class CParticleDlg; ///////////////////////////////////////////////////////////////////////////// // CLocatedBindableDialog dialog class CLocatedBindableDialog : public CDialog, CDialogStack { // Construction public: // create this dialog to edit the given bindable CLocatedBindableDialog(CParticleWorkspace::CNode *ownerNode, NL3D::CPSLocatedBindable *bindable); // standard constructor /// dtor ~CLocatedBindableDialog(); // init the dialog as a child of the given wnd void init(CParticleDlg* pParent); // Dialog Data //{{AFX_DATA(CLocatedBindableDialog) enum { IDD = IDD_LOCATED_BINDABLE }; CEdit m_ZBias; CComboBox m_BlendingMode; BOOL m_IndependantSizes; //}}AFX_DATA // Overrides // ClassWizard generated virtual function overrides //{{AFX_VIRTUAL(CLocatedBindableDialog) protected: virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support //}}AFX_VIRTUAL // Implementation protected: // enables or disabled controls for independant sizes void updateIndependantSizes(void); // update zbias from edit box & display error mb if needed void updateZBias(); /// create the size control, or update it if it has been created. It returns the heivht of the control uint updateSizeControl(); CParticleWorkspace::CNode *_Node; NL3D::CPSLocatedBindable *_Bindable; // the bindable being edited CParticleDlg *_ParticleDlg; // the dialog that owns us class CAttribDlgFloat *_SizeCtrl; // the control used for size sint _SizeCtrlX; // x position of the control used for size sint _SizeCtrlY; // x position of the control used for size // look at specific : pointer on windows to edit motion blur params std::vector _MotionBlurWnd; // Generated message map functions //{{AFX_MSG(CLocatedBindableDialog) afx_msg void OnSelchangeBlendingMode(); afx_msg void OnIndeSizes(); afx_msg void OnSizeWidth(); afx_msg void OnSizeHeight(); afx_msg void OnNoAutoLod(); afx_msg void OnGlobalColorLighting(); afx_msg void OnAlignOnMotion(); afx_msg void OnZtest(); afx_msg void OnChangeZbias(); afx_msg void OnKillfocusZbias(); afx_msg void OnZalign(); //}}AFX_MSG DECLARE_MESSAGE_MAP() ////////////////////////////////////////////// // wrappers to various element of bindables // ////////////////////////////////////////////// ////////// // size // ////////// struct CSizeWrapper : public IPSWrapperFloat, IPSSchemeWrapperFloat { NL3D::CPSSizedParticle *S; float get(void) const { return S->getSize(); } void set(const float &v) { S->setSize(v); } scheme_type *getScheme(void) const { return S->getSizeScheme(); } void setScheme(scheme_type *s) { S->setSizeScheme(s); } } _SizeWrapper; /////////// // color // /////////// struct CColorWrapper : public IPSWrapperRGBA, IPSSchemeWrapperRGBA { NL3D::CPSColoredParticle *S; CRGBA get(void) const { return S->getColor(); } void set(const CRGBA &v) { S->setColor(v); } scheme_type *getScheme(void) const { return S->getColorScheme(); } void setScheme(scheme_type *s) { S->setColorScheme(s); } } _ColorWrapper; ////////////// // angle 2D // ////////////// struct CAngle2DWrapper : public IPSWrapperFloat, IPSSchemeWrapperFloat { NL3D::CPSRotated2DParticle *S; float get(void) const { return S->getAngle2D(); } void set(const float &v) { S->setAngle2D(v); } scheme_type *getScheme(void) const { return S->getAngle2DScheme(); } void setScheme(scheme_type *s) { S->setAngle2DScheme(s); } } _Angle2DWrapper; ///////////////// // plane basis // ///////////////// struct CPlaneBasisWrapper : public IPSWrapper, IPSSchemeWrapper { NL3D::CPSRotated3DPlaneParticle *S; NL3D::CPlaneBasis get(void) const { return S->getPlaneBasis(); } void set(const NL3D::CPlaneBasis &p) { S->setPlaneBasis(p); } scheme_type *getScheme(void) const { return S->getPlaneBasisScheme(); } void setScheme(scheme_type *s) { S->setPlaneBasisScheme(s); } } _PlaneBasisWrapper; /////////////////////// // motion blur coeff // /////////////////////// struct CMotionBlurCoeffWrapper : public IPSWrapperFloat { NL3D::CPSFaceLookAt *P; float get(void) const { return P->getMotionBlurCoeff(); } void set(const float &v) { P->setMotionBlurCoeff(v); } } _MotionBlurCoeffWrapper; struct CMotionBlurThresholdWrapper : public IPSWrapperFloat { NL3D::CPSFaceLookAt *P; float get(void) const { return P->getMotionBlurThreshold(); } void set(const float &v) { P->setMotionBlurThreshold(v); } } _MotionBlurThresholdWrapper; /////////////// // fanlight // /////////////// struct CFanLightWrapper : public IPSWrapperUInt { NL3D::CPSFanLight *P; uint32 get(void) const { return P->getNbFans(); } void set(const uint32 &v) { P->setNbFans(v); } } _FanLightWrapper; struct CFanLightSmoothnessWrapper : public IPSWrapperUInt { NL3D::CPSFanLight *P; uint32 get(void) const { return P->getPhaseSmoothness(); } void set(const uint32 &v) { P->setPhaseSmoothness(v); } } _FanLightSmoothnessWrapper; struct CFanLightPhase : public IPSWrapperFloat { NL3D::CPSFanLight *P; float get(void) const { return P->getPhaseSpeed(); } void set(const float &v) { P->setPhaseSpeed(v); } } _FanLightPhaseWrapper; struct CFanLightIntensityWrapper : public IPSWrapperFloat { NL3D::CPSFanLight *P; float get(void) const { return P->getMoveIntensity(); } void set(const float &v) { P->setMoveIntensity(v); } } _FanLightIntensityWrapper; /////////////////////// // ribbon / tail dot // /////////////////////// struct CTailParticleWrapper : public IPSWrapperUInt { NL3D::CPSTailParticle *P; uint32 get(void) const { return P->getTailNbSeg(); } void set(const uint32 &v) { P->setTailNbSeg(v); } } _TailParticleWrapper; ////////////////////////////////////// // duration of segment for a ribbon // ////////////////////////////////////// struct CSegDurationWrapper : public IPSWrapperFloat { NL3D::CPSRibbonBase *R; float get(void) const { return R->getSegDuration(); } void set(const float &v) { R->setSegDuration(v); } } _SegDurationWrapper; ///////////////////////////// // shockwave // ///////////////////////////// struct CRadiusCutWrapper : public IPSWrapperFloat { NL3D::CPSShockWave *S; float get(void) const { return S->getRadiusCut(); } void set(const float &v) { S->setRadiusCut(v); } } _RadiusCutWrapper; struct CShockWaveNbSegWrapper : public IPSWrapperUInt { NL3D::CPSShockWave *S; uint32 get(void) const { return S->getNbSegs(); } void set(const uint32 &v) { S->setNbSegs(v); } } _ShockWaveNbSegWrapper; struct CShockWaveUFactorWrapper : public IPSWrapperFloat { NL3D::CPSShockWave *S; float get(void) const { return S->getUFactor(); } void set(const float &v) { S->setUFactor(v); } } _ShockWaveUFactorWrapper; //////////////////////// // unanimated texture // //////////////////////// struct CTextureNoAnimWrapper : public IPSWrapperTexture { NL3D::CPSTexturedParticleNoAnim *TP; virtual NL3D::ITexture *get(void) { return TP->getTexture(); } virtual void set(NL3D::ITexture *t) { TP->setTexture(t); } } _TextureNoAnimWrapper; ////////////////////////////// // u / v factors for ribbon // ////////////////////////////// struct CRibbonUFactorWrapper : public IPSWrapperFloat { NL3D::CPSRibbon *R; float get(void) const { return R->getUFactor(); } void set(const float &u) { R->setTexFactor(u, R->getVFactor()); } } _RibbonUFactorWrapper; struct CRibbonVFactorWrapper : public IPSWrapperFloat { NL3D::CPSRibbon *R; float get(void) const { return R->getVFactor(); } void set(const float &v) { R->setTexFactor(R->getUFactor(), v); } } _RibbonVFactorWrapper; void updateModifiedFlag() { if (_Node) _Node->setModified(true); } void touchPSState(); void updateValidWndForAlignOnMotion(bool align); }; //{{AFX_INSERT_LOCATION}} // Microsoft Visual C++ will insert additional declarations immediately before the previous line. #endif // !defined(AFX_LOCATED_BINDABLE_DIALOG_H__C715DCAB_3F07_4777_96DA_61AE2E420B09__INCLUDED_)