// 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_EDIT_PS_LIGHT_H__6F00004D_F2A5_452E_9FC2_8188F9164613__INCLUDED_)
#define AFX_EDIT_PS_LIGHT_H__6F00004D_F2A5_452E_9FC2_8188F9164613__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
// edit_ps_light.h : header file
//
#include "nel/3d/ps_light.h"
//
#include "ps_wrapper.h"
#include "particle_workspace.h"
class CAttribDlgFloat;
class CAttribDlgRGBA;
/* Edition of dynamic lights attributes in a particle system
*
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2003
*/
class CEditPSLight : public CDialog
{
// Construction
public:
CEditPSLight(CParticleWorkspace::CNode *ownerNode, NL3D::CPSLight *light); // standard constructor
~CEditPSLight();
void init(CWnd* pParent = NULL);
// Dialog Data
//{{AFX_DATA(CEditPSLight)
enum { IDD = IDD_PS_LIGHT };
// NOTE: the ClassWizard will add data members here
//}}AFX_DATA
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CEditPSLight)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
CParticleWorkspace::CNode *_Node;
NL3D::CPSLight *_Light;
CAttribDlgRGBA *_ColorDlg;
CAttribDlgFloat *_AttenStartDlg;
CAttribDlgFloat *_AttenEndDlg;
// Generated message map functions
//{{AFX_MSG(CEditPSLight)
// NOTE: the ClassWizard will add member functions here
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
///////////////////////////////////////
// wrapper to set the color of light //
///////////////////////////////////////
struct CColorWrapper : public IPSWrapperRGBA, IPSSchemeWrapperRGBA
{
NL3D::CPSLight *L;
NLMISC::CRGBA get(void) const { return L->getColor(); }
void set(const NLMISC::CRGBA &v) { L->setColor(v); }
scheme_type *getScheme(void) const { return L->getColorScheme(); }
void setScheme(scheme_type *s) { L->setColorScheme(s); }
} _ColorWrapper;
///////////////////////////////////////
// wrapper to set start atten radius //
///////////////////////////////////////
struct CAttenStartWrapper : public IPSWrapperFloat, IPSSchemeWrapperFloat
{
NL3D::CPSLight *L;
float get(void) const { return L->getAttenStart(); }
void set(const float &v) { L->setAttenStart(v); }
scheme_type *getScheme(void) const { return L->getAttenStartScheme(); }
void setScheme(scheme_type *s) { L->setAttenStartScheme(s); }
} _AttenStartWrapper;
///////////////////////////////////////
// wrapper to set end atten radius //
///////////////////////////////////////
struct CAttenEndWrapper : public IPSWrapperFloat, IPSSchemeWrapperFloat
{
NL3D::CPSLight *L;
float get(void) const { return L->getAttenEnd(); }
void set(const float &v) { L->setAttenEnd(v); }
scheme_type *getScheme(void) const { return L->getAttenEndScheme(); }
void setScheme(scheme_type *s) { L->setAttenEndScheme(s); }
} _AttenEndWrapper;
};
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_EDIT_PS_LIGHT_H__6F00004D_F2A5_452E_9FC2_8188F9164613__INCLUDED_)