khanat-opennel-code/code/nel/tools/3d/object_viewer/located_bindable_dialog.h

308 lines
9.6 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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 <http://www.gnu.org/licenses/>.
#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<CWnd *> _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<NL3D::CPlaneBasis>, IPSSchemeWrapper<NL3D::CPlaneBasis>
{
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_)