khanat-opennel-code/code/nel/tools/3d/object_viewer/constraint_mesh_dlg.cpp

111 lines
4 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/>.
#include "std_afx.h"
#include "object_viewer.h"
#include "constraint_mesh_dlg.h"
#include "nel/3d/ps_mesh.h"
//============================================================================================
CConstraintMeshDlg::CConstraintMeshDlg(NL3D::CPSConstraintMesh *cm, CWnd* pParent /*=NULL*/)
: _CM(cm), CDialog(CConstraintMeshDlg::IDD, pParent)
{
nlassert(_CM);
//{{AFX_DATA_INIT(CConstraintMeshDlg)
m_ForceStage0Modulation = _CM->isStageModulationForced(0);
m_ForceStage1Modulation = _CM->isStageModulationForced(1);
m_ForceStage2Modulation = _CM->isStageModulationForced(2);
m_ForceStage3Modulation = _CM->isStageModulationForced(3);
m_ForceVertexColorLighting = _CM->isVertexColorLightingForced();
//}}AFX_DATA_INIT
}
//============================================================================================
void CConstraintMeshDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CConstraintMeshDlg)
DDX_Check(pDX, IDC_FORCE_STAGE_0_MODULATION, m_ForceStage0Modulation);
DDX_Check(pDX, IDC_FORCE_STAGE_1_MODULATION, m_ForceStage1Modulation);
DDX_Check(pDX, IDC_FORCE_STAGE_2_MODULATION, m_ForceStage2Modulation);
DDX_Check(pDX, IDC_FORCE_STAGE_3_MODULATION, m_ForceStage3Modulation);
DDX_Check(pDX, IDC_FORCE_VERTEX_COLOR_LIGHTING, m_ForceVertexColorLighting);
//}}AFX_DATA_MAP
}
//============================================================================================
void CConstraintMeshDlg::init(sint x, sint y, CWnd *pParent)
{
Create(IDD_CONSTRAINT_MESH_DLG, pParent);
RECT r;
GetClientRect(&r);
MoveWindow(x, y, r.right, r.bottom);
ShowWindow(SW_SHOW);
}
BEGIN_MESSAGE_MAP(CConstraintMeshDlg, CDialog)
//{{AFX_MSG_MAP(CConstraintMeshDlg)
ON_BN_CLICKED(IDC_FORCE_STAGE_0_MODULATION, OnForceStage0Modulation)
ON_BN_CLICKED(IDC_FORCE_STAGE_1_MODULATION, OnForceStage1Modulation)
ON_BN_CLICKED(IDC_FORCE_STAGE_2_MODULATION, OnForceStage2Modulation)
ON_BN_CLICKED(IDC_FORCE_STAGE_3_MODULATION, OnForceStage3Modulation)
ON_BN_CLICKED(IDC_FORCE_VERTEX_COLOR_LIGHTING, OnForceVertexColorLighting)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
//============================================================================================
BOOL CConstraintMeshDlg::OnInitDialog()
{
CDialog::OnInitDialog();
// TODO: Add extra initialization here
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
void CConstraintMeshDlg::OnForceStage0Modulation()
{
UpdateData();
_CM->forceStageModulationByColor(0, m_ForceStage0Modulation ? true : false /* VC WARNING */);
}
void CConstraintMeshDlg::OnForceStage1Modulation()
{
UpdateData();
_CM->forceStageModulationByColor(1, m_ForceStage0Modulation ? true : false /* VC WARNING */);
}
void CConstraintMeshDlg::OnForceStage2Modulation()
{
UpdateData();
_CM->forceStageModulationByColor(2, m_ForceStage0Modulation ? true : false /* VC WARNING */);
}
void CConstraintMeshDlg::OnForceStage3Modulation()
{
UpdateData();
_CM->forceStageModulationByColor(3, m_ForceStage0Modulation ? true : false /* VC WARNING */);
}
void CConstraintMeshDlg::OnForceVertexColorLighting()
{
UpdateData();
_CM->forceVertexColorLighting(m_ForceVertexColorLighting ? true : false /* VC WARNING */);
}