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CnC_Renegade/Code/Tools/LevelEdit/TransitionNode.h

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU 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 General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : LevelEdit *
* *
* $Archive:: /Commando/Code/Tools/LevelEdit/TransitionNode.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 11/17/01 10:44a $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __TRANSITION_NODE_H
#define __TRANSITION_NODE_H
#include "node.h"
#include "icons.h"
#include "transitiongameobj.h"
// Forward declarations
class PresetClass;
class PhysClass;
////////////////////////////////////////////////////////////////////////////
//
// TransitionNodeClass
//
////////////////////////////////////////////////////////////////////////////
class TransitionNodeClass : public NodeClass
{
public:
//////////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////////
TransitionNodeClass (PresetClass *preset = NULL);
TransitionNodeClass (const TransitionNodeClass &src);
~TransitionNodeClass (void);
//////////////////////////////////////////////////////////////
// Public operators
//////////////////////////////////////////////////////////////
const TransitionNodeClass &operator= (const TransitionNodeClass &src);
//////////////////////////////////////////////////////////////////
// Public methods
//////////////////////////////////////////////////////////////////
//
// From PersistClass
//
virtual const PersistFactoryClass & Get_Factory (void) const;
//
// From NodeClass
//
NodeClass * Clone (void) { return new TransitionNodeClass (*this); }
void Initialize (void);
NODE_TYPE Get_Type (void) const { return NODE_TYPE_TRANSITION; }
int Get_Icon_Index (void) const { return TRANSITION_ICON; }
PhysClass * Peek_Physics_Obj (void) const;
bool Is_Static (void) const { return false; }
void Add_To_Scene (void);
void Remove_From_Scene (void);
//
// Notifications
//
void On_Rotate (void);
void On_Translate (void);
void On_Transform (void);
//
// Export methods
//
void Pre_Export (void);
void Post_Export (void);
//
// Transition Specific
//
int Get_Transition_Count (void) const;
TransitionInstanceClass * Get_Transition (int index);
TransitionGameObj * Get_Transition_Game_Obj (void) { return m_TransitionObj; }
int Find_Transition (TransitionDataClass::StyleType type);
protected:
//////////////////////////////////////////////////////////////////
// Protected methods
//////////////////////////////////////////////////////////////////
private:
//////////////////////////////////////////////////////////////////
// Private member data
//////////////////////////////////////////////////////////////////
PhysClass * m_PhysObj;
TransitionGameObj * m_TransitionObj;
};
//////////////////////////////////////////////////////////////////
// Peek_Physics_Obj
//////////////////////////////////////////////////////////////////
inline PhysClass *
TransitionNodeClass::Peek_Physics_Obj (void) const
{
return m_PhysObj;
}
//////////////////////////////////////////////////////////////////
// On_Rotate
//////////////////////////////////////////////////////////////////
inline void
TransitionNodeClass::On_Rotate (void)
{
if (m_TransitionObj != NULL) {
m_TransitionObj->Set_Transform (m_Transform);
m_TransitionObj->Update_Transitions ();
}
NodeClass::On_Rotate ();
return ;
}
//////////////////////////////////////////////////////////////////
// On_Translate
//////////////////////////////////////////////////////////////////
inline void
TransitionNodeClass::On_Translate (void)
{
if (m_TransitionObj != NULL) {
m_TransitionObj->Set_Transform (m_Transform);
m_TransitionObj->Update_Transitions ();
}
NodeClass::On_Translate ();
return ;
}
//////////////////////////////////////////////////////////////////
// On_Transform
//////////////////////////////////////////////////////////////////
inline void
TransitionNodeClass::On_Transform (void)
{
if (m_TransitionObj != NULL) {
m_TransitionObj->Set_Transform (m_Transform);
m_TransitionObj->Update_Transitions ();
}
NodeClass::On_Transform ();
return ;
}
//////////////////////////////////////////////////////////////////
// Get_Transition_Count
//////////////////////////////////////////////////////////////////
inline int
TransitionNodeClass::Get_Transition_Count (void) const
{
int count = 0;
if (m_TransitionObj != NULL) {
count = m_TransitionObj->Get_Transition_Count ();
}
return count;
}
//////////////////////////////////////////////////////////////////
// Get_Transition
//////////////////////////////////////////////////////////////////
inline TransitionInstanceClass *
TransitionNodeClass::Get_Transition (int index)
{
TransitionInstanceClass *transition = NULL;
if ( m_TransitionObj != NULL &&
index >= 0 &&
index < Get_Transition_Count ())
{
transition = m_TransitionObj->Get_Transition (index);
}
return transition;
}
#endif //__TRANSITION_NODE_H