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CnC_Renegade/Code/Tools/LevelEdit/WaypathNode.cpp

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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/WaypathNode.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 7/03/01 2:35p $*
* *
* $Revision:: 17 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "stdafx.h"
#include "waypathnode.h"
#include "sceneeditor.h"
#include "collisiongroups.h"
#include "persistfactory.h"
#include "editorchunkids.h"
#include "preset.h"
#include "chunkio.h"
#include "nodemgr.h"
#include "segline.h"
#include "waypointnode.h"
#include "waypath.h"
#include "waypoint.h"
#include "pathfind.h"
#include "nodeinfopage.h"
#include "positionpage.h"
#include "editorpropsheet.h"
#include "pathfindportal.h"
//////////////////////////////////////////////////////////////////////////////
// Persist factory
//////////////////////////////////////////////////////////////////////////////
SimplePersistFactoryClass<WaypathNodeClass, CHUNKID_NODE_WAYPATH> _WaypathNodePersistFactory;
enum
{
CHUNKID_VARIABLES = 0x02291130,
CHUNKID_BASE_CLASS,
CHUNKID_WAYPOINTS
};
enum
{
VARID_WAYPOINT_PTR = 0x01,
VARID_OLD_PTR = 0x02,
VARID_FLAGS = 0x03,
};
//////////////////////////////////////////////////////////////////////////////
//
// WaypathNodeClass
//
//////////////////////////////////////////////////////////////////////////////
WaypathNodeClass::WaypathNodeClass (PresetClass *preset)
: m_PhysObj (NULL),
m_Flags (FLAG_HUMAN | FLAG_GROUND_VEHICLE),
m_RuntimeWaypath (NULL),
m_HasLoadCompleted (true),
NodeClass (preset)
{
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// WaypathNodeClass
//
//////////////////////////////////////////////////////////////////////////////
WaypathNodeClass::WaypathNodeClass (const WaypathNodeClass &src)
: m_PhysObj (NULL),
m_Flags (FLAG_HUMAN | FLAG_GROUND_VEHICLE),
m_RuntimeWaypath (NULL),
m_HasLoadCompleted (true),
NodeClass (NULL)
{
*this = src;
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// ~WaypathNodeClass
//
//////////////////////////////////////////////////////////////////////////////
WaypathNodeClass::~WaypathNodeClass (void)
{
Remove_From_Scene ();
MEMBER_RELEASE (m_PhysObj);
Free_Waypoints ();
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Initialize
//
// Note: This may be called more than once. It is used as an 'initialize'
// and a 're-initialize'.
//
//////////////////////////////////////////////////////////////////////////////
void
WaypathNodeClass::Initialize (void)
{
MEMBER_RELEASE (m_PhysObj);
SegmentedLineClass *line = new SegmentedLineClass;
line->Set_Width (0.075F);
line->Set_Color (Vector3 (0, 0.75F, 0));
line->Set_Opacity (1.0F);
//line->Set_Shader (ShaderClass::_PresetOpaqueSolidShader);
// Create the new physics object
m_PhysObj = new DecorationPhysClass;
//
// Configure the physics object with information about
// its new render object and collision data.
//
m_PhysObj->Set_Model (line);
m_PhysObj->Set_Transform (Matrix3D(1));
m_PhysObj->Set_Collision_Group (EDITOR_COLLISION_GROUP);
m_PhysObj->Peek_Model ()->Set_Collision_Type (COLLISION_TYPE_6);
m_PhysObj->Peek_Model ()->Set_User_Data ((PVOID)&m_HitTestInfo, FALSE);
m_PhysObj->Set_Transform (m_Transform);
// Release our hold on the render object pointer
MEMBER_RELEASE (line);
//
// Make sure the path has at least one waypoint
//
if (m_PointList.Count () == 0) {
Add_Point (m_Transform.Get_Translation ());
}
if (m_HasLoadCompleted) {
Update_Line ();
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Get_Factory
//
////////////////////////////////////////////////////////////////
const PersistFactoryClass &
WaypathNodeClass::Get_Factory (void) const
{
return _WaypathNodePersistFactory;
}
/////////////////////////////////////////////////////////////////
//
// Save
//
/////////////////////////////////////////////////////////////////
bool
WaypathNodeClass::Save (ChunkSaveClass &csave)
{
csave.Begin_Chunk (CHUNKID_BASE_CLASS);
NodeClass::Save (csave);
csave.End_Chunk ();
csave.Begin_Chunk (CHUNKID_VARIABLES);
WaypathNodeClass *this_ptr = this;
WRITE_MICRO_CHUNK (csave, VARID_OLD_PTR, this_ptr);
WRITE_MICRO_CHUNK (csave, VARID_FLAGS, m_Flags);
csave.End_Chunk ();
//
// Save the waypoints in their own chunk
//
csave.Begin_Chunk (CHUNKID_WAYPOINTS);
NODE_LIST node_list;
for (int index = 0; index < m_PointList.Count (); index ++) {
node_list.Add (m_PointList[index]);
}
NodeMgrClass::Save_Node_List (csave, node_list);
csave.End_Chunk ();
return true;
}
/////////////////////////////////////////////////////////////////
//
// Load
//
/////////////////////////////////////////////////////////////////
bool
WaypathNodeClass::Load (ChunkLoadClass &cload)
{
m_OldStylePointList.Delete_All ();
Free_Waypoints ();
m_HasLoadCompleted = false;
while (cload.Open_Chunk ()) {
switch (cload.Cur_Chunk_ID ()) {
case CHUNKID_BASE_CLASS:
NodeClass::Load (cload);
break;
case CHUNKID_VARIABLES:
Load_Variables (cload);
break;
case CHUNKID_WAYPOINTS:
{
//
// Load the list of nodes
//
NODE_LIST node_list;
NodeMgrClass::Load_Node_List (cload, node_list);
//
// Store each node (as a waypoint) in our list
//
for (int index = 0; index < node_list.Count (); index ++) {
WaypointNodeClass *node = node_list[index]->As_WaypointNodeClass ();
if (node != NULL) {
m_PointList.Add (node);
}
}
}
break;
}
cload.Close_Chunk ();
}
SaveLoadSystemClass::Register_Post_Load_Callback (this);
return true;
}
///////////////////////////////////////////////////////////////////////
//
// Load_Variables
//
///////////////////////////////////////////////////////////////////////
bool
WaypathNodeClass::Load_Variables (ChunkLoadClass &cload)
{
//
// Loop through all the microchunks that define the variables
//
while (cload.Open_Micro_Chunk ()) {
switch (cload.Cur_Micro_Chunk_ID ()) {
READ_MICRO_CHUNK (cload, VARID_FLAGS, m_Flags);
case VARID_WAYPOINT_PTR:
{
//
// Read the old waypoint ptr from the chunk and add it to our
// list. We will remap it later.
//
WaypointNodeClass *waypoint = NULL;
cload.Read (&waypoint, sizeof (waypoint));
m_OldStylePointList.Add (waypoint);
}
break;
case VARID_OLD_PTR:
{
//
// Read the old pointer from the chunk and submit it
// to the remapping system.
//
WaypathNodeClass *old_ptr = NULL;
cload.Read (&old_ptr, sizeof (old_ptr));
SaveLoadSystemClass::Register_Pointer (old_ptr, this);
}
break;
}
cload.Close_Micro_Chunk ();
}
//
// Register each of the pointers in our waypoint list for remapping
//
for (int index = 0; index < m_OldStylePointList.Count (); index ++) {
REQUEST_POINTER_REMAP ((void **)&m_OldStylePointList[index]);
}
return true;
}
///////////////////////////////////////////////////////////////////////
//
// On_Post_Load
//
///////////////////////////////////////////////////////////////////////
void
WaypathNodeClass::On_Post_Load (void)
{
//
// Do we need to import any waypoints from an old-style save?
//
if (m_OldStylePointList.Count () > 0) {
Free_Waypoints ();
//
// Add a ref-count to each of the waypoints and remove it from the node manager
//
DynamicVectorClass<WaypointNodeClass *> new_point_list;
for (int index = 0; index < m_OldStylePointList.Count (); index ++) {
WaypointNodeClass *waypoint = m_OldStylePointList[index];
if (waypoint != NULL) {
new_point_list.Add (waypoint);
SAFE_ADD_REF (waypoint);
//
// Remove the node from the manager (we'll manage the waypoints)
//
NodeMgrClass::Remove_Node (waypoint);
}
}
m_PointList = new_point_list;
m_OldStylePointList.Delete_All ();
}
//
// Add a reference count to each of the points
//
/*for (int index = 0; index < m_PointList.Count (); index ++) {
WaypointNodeClass *waypoint = m_PointList[index];
SAFE_ADD_REF (waypoint);
}*/
//
// Make sure the line is refreshed
//
Update_Line ();
m_HasLoadCompleted = true;
return ;
}
///////////////////////////////////////////////////////////////////////
//
// Set_Transform
//
///////////////////////////////////////////////////////////////////////
void
WaypathNodeClass::Set_Transform (const Matrix3D &tm)
{
SegmentedLineClass *line = Peek_Line ();
if (line != NULL) {
//
// Transform all the points in the path
//
int index = m_PointList.Count ();
while (index --) {
//
// Get this point's object space location
//
Vector3 point_loc (0, 0, 0);
line->Get_Point_Location (index, point_loc);
//
// Reposition the point relative to the new path transform
//
Vector3 new_pos = tm * point_loc;
m_PointList[index]->Parent_Set_Position ((new_pos - Vector3 (0, 0, 0.2F)));
}
}
NodeClass::Set_Transform (tm);
return ;
}
/////////////////////////////////////////////////////////////////
//
// operator=
//
/////////////////////////////////////////////////////////////////
const WaypathNodeClass &
WaypathNodeClass::operator= (const WaypathNodeClass &src)
{
//
// Allow the base class to process
//
NodeClass::operator= (src);
Free_Waypoints ();
//
// Copy the src waypath's list of waypoints...
//
int count = src.m_PointList.Count ();
for (int index = 0; index < count; index ++) {
WaypointNodeClass *waypoint = src.m_PointList[index];
WaypointNodeClass *new_waypoint = (WaypointNodeClass *)waypoint->Clone ();
new_waypoint->Set_Waypath (this);
m_PointList.Add (new_waypoint);
//NodeMgrClass::Add_Node (new_waypoint);
}
//
// Copy the flags
//
m_Flags = src.m_Flags;
//
// Refresh the line
//
Update_Line ();
return *this;
}
//////////////////////////////////////////////////////////////////////
//
// Pre_Export
//
//////////////////////////////////////////////////////////////////////
void
WaypathNodeClass::Pre_Export (void)
{
//
// Remove ourselves from the 'system' so we don't get accidentally
// saved during the export.
//
Add_Ref ();
if (m_PhysObj != NULL && m_IsInScene) {
::Get_Scene_Editor ()->Remove_Object (m_PhysObj);
}
//
// Create a runtime waypath object and register it with
// the system so it gets exported with the game.
//
m_RuntimeWaypath = new WaypathClass;
m_RuntimeWaypath->Set_ID (Get_ID ());
m_RuntimeWaypath->Set_Flags (m_Flags);
//
// Add all the waypoints to the new waypath
//
Vector3 last_pos (0, 0, 0);
for (int index = 0; index < m_PointList.Count (); index ++) {
Vector3 curr_pos (0, 0, 0);
WaypointNodeClass *waypoint = m_PointList[index];
if (waypoint != NULL) {
//
// Calculate the position of this waypoint
//
curr_pos = waypoint->Get_Position () + Vector3 (0, 0, 0.2F);
//
// Check to see if the line segment formed by the last point and this point
// intersects any pathfind-action portals (transition zones)
//
if (index > 0) {
DynamicVectorClass<PathfindPortalClass *> list;
PathfindClass::Get_Instance ()->Find_Portals (last_pos, curr_pos, list, true);
//
// Now add new nodes for any portals this segment intersects
//
for (int list_index = 0; list_index < list.Count (); list_index ++) {
PathfindActionPortalClass *portal = list[list_index]->As_PathfindActionPortalClass ();
AABoxClass portal_box;
portal->Get_Bounding_Box (portal_box);
//
// Create a runtime waypoint and add it to the runtime
// waypath.
//
WaypointClass *new_waypoint = new WaypointClass;
new_waypoint->Set_ID (NodeMgrClass::Get_Node_ID (NODE_TYPE_WAYPOINT));
new_waypoint->Set_Position (portal_box.Center);
new_waypoint->Set_Action_Portal (portal);
m_RuntimeWaypath->Add_Point (*new_waypoint);
MEMBER_RELEASE (new_waypoint);
}
}
//
// Create a runtime waypoint and add it to the runtime
// waypath.
//
WaypointClass *runtime_waypoint = new WaypointClass;
runtime_waypoint->Set_ID (waypoint->Get_ID ());
runtime_waypoint->Set_Position (curr_pos);
runtime_waypoint->Set_Flags (0);
runtime_waypoint->Set_Flag (WaypointClass::FLAG_REQUIRES_JUMP, waypoint->Get_Flag (WaypointNodeClass::FLAG_REQUIRES_JUMP));
m_RuntimeWaypath->Add_Point (*runtime_waypoint);
MEMBER_RELEASE (runtime_waypoint);
}
last_pos = curr_pos;
}
PathfindClass::Get_Instance ()->Add_Waypath (m_RuntimeWaypath);
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Post_Export
//
//////////////////////////////////////////////////////////////////////
void
WaypathNodeClass::Post_Export (void)
{
//
// Put ourselves back into the system
//
if (m_PhysObj != NULL && m_IsInScene) {
::Get_Scene_Editor ()->Add_Dynamic_Object (m_PhysObj);
}
Release_Ref ();
//
// Remove the waypath object we just exported from the system
//
if (m_RuntimeWaypath != NULL) {
PathfindClass::Get_Instance ()->Remove_Waypath (m_RuntimeWaypath);
MEMBER_RELEASE (m_RuntimeWaypath);
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Free_Waypoints
//
//////////////////////////////////////////////////////////////////////
void
WaypathNodeClass::Free_Waypoints (void)
{
//
// Free our hold on each of the waypoints
//
for (int index = 0; index < m_PointList.Count (); index ++) {
WaypointNodeClass *waypoint = m_PointList[index];
if (waypoint != NULL) {
waypoint->Set_Waypath (NULL);
waypoint->Remove_From_Scene ();
}
MEMBER_RELEASE (waypoint);
}
m_PointList.Delete_All ();
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Add_To_Scene
//
//////////////////////////////////////////////////////////////////////////////
void
WaypathNodeClass::Add_To_Scene (void)
{
SceneEditorClass *scene = ::Get_Scene_Editor ();
//
// Add all the waypoints to the scene
//
for (int index = 0; index < m_PointList.Count (); index ++) {
WaypointNodeClass *waypoint = m_PointList[index];
if (waypoint != NULL) {
waypoint->Add_To_Scene ();
}
}
NodeClass::Add_To_Scene ();
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Remove_From_Scene
//
//////////////////////////////////////////////////////////////////////////////
void
WaypathNodeClass::Remove_From_Scene (void)
{
SceneEditorClass *scene = ::Get_Scene_Editor ();
if (scene != NULL && m_IsInScene) {
//
// Remove all the waypoints from the scene
//
for (int index = 0; index < m_PointList.Count (); index ++) {
WaypointNodeClass *waypoint = m_PointList[index];
if (waypoint != NULL) {
waypoint->Remove_From_Scene ();
}
}
}
NodeClass::Remove_From_Scene ();
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Delete_Point
//
//////////////////////////////////////////////////////////////////////////////
void
WaypathNodeClass::Delete_Point (int index)
{
SANITY_CHECK(index >= 0 && index < m_PointList.Count ()) {
return ;
}
//
// Remove the point from this path
//
WaypointNodeClass *waypoint = m_PointList[index];
waypoint->Set_Waypath (NULL);
waypoint->Remove_From_Scene ();
//NodeMgrClass::Remove_Node (waypoint);
MEMBER_RELEASE (waypoint);
m_PointList.Delete (index);
if (m_PointList.Count () > 0) {
//
// Refresh the line
//
Update_Line ();
} else {
//
// Delete this path if there are no more points left
//
::Get_Scene_Editor ()->Delete_Node (this, false);
}
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Insert_Point
//
//////////////////////////////////////////////////////////////////////////////
void
WaypathNodeClass::Insert_Point (int index, const Vector3 &point)
{
SANITY_CHECK(index >= 0 && index <= m_PointList.Count ()) {
return ;
}
//
// Create a new waypoint and insert it into the list
//
WaypointNodeClass *waypoint = Create_Waypoint (point);
m_PointList.Insert (index, waypoint);
//
// Refresh the line
//
Update_Line ();
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Find_Index
//
//////////////////////////////////////////////////////////////////////////////
int
WaypathNodeClass::Find_Index (WaypointNodeClass *waypoint)
{
int retval = -1;
//
// Loop over all the waypoints in our list until
// we have found the matching pointer...
//
int index = m_PointList.Count ();
while (index --) {
if (waypoint == m_PointList[index]) {
retval = index;
break;
}
}
return index;
}
//////////////////////////////////////////////////////////////////////////////
//
// Add_Point
//
//////////////////////////////////////////////////////////////////////////////
int
WaypathNodeClass::Add_Point (const Vector3 &point)
{
//
// Create a new waypoint and add it to the end of our list...
//
WaypointNodeClass *waypoint = Create_Waypoint (point);
m_PointList.Add (waypoint);
//
// Refresh the line
//
Update_Line ();
return (m_PointList.Count () - 1);
}
//////////////////////////////////////////////////////////////////////////////
//
// On_Point_Moved
//
//////////////////////////////////////////////////////////////////////////////
void
WaypathNodeClass::On_Point_Moved (int index, const Vector3 &new_pos)
{
SegmentedLineClass *line = Peek_Line ();
if (line != NULL) {
//
// Convert the position from world-space to object-space
//
Vector3 obj_space_pos (0, 0, 0);
Vector3 line_pos = new_pos + Vector3 (0, 0, 0.2F);
Matrix3D::Inverse_Transform_Vector (line->Get_Transform (), line_pos, &obj_space_pos);
//
// Pass the new position onto the line...
//
line->Set_Point_Location (index, obj_space_pos);
if (index == 0 && (Get_Flag (FLAG_LOOPING) || m_PointList.Count () == 1)) {
line->Set_Point_Location (m_PointList.Count (), obj_space_pos);
}
m_PhysObj->Update_Cull_Box ();
}
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Update_Line
//
//////////////////////////////////////////////////////////////////////////////
void
WaypathNodeClass::Update_Line (void)
{
SegmentedLineClass *line = Peek_Line ();
if (line != NULL) {
//
// Allocate a new array of points for the line render object
//
int count = m_PointList.Count ();
Vector3 *points = new Vector3[count + 1];
//
// Fill in the array of points with our waypoint locations
//
for (int index = 0; index < count; index ++) {
WaypointNodeClass *waypoint = m_PointList[index];
//
// Determine which model this waypoint should use...
//
if (index == 0) {
waypoint->Set_Model (WaypointNodeClass::MODEL_START_PT);
} else if (index == count-1) {
if (Get_Flag (FLAG_TWO_WAY) == false) {
waypoint->Set_Model (WaypointNodeClass::MODEL_END_PT);
} else {
waypoint->Set_Model (WaypointNodeClass::MODEL_START_PT);
}
} else {
waypoint->Set_Model (WaypointNodeClass::MODEL_MIDDLE_PT);
}
//
// Convert the world space position of this waypoint into
// a local coordinate system for the path.
//
Vector3 world_pos = waypoint->Get_Position () + Vector3 (0, 0, 0.2F);
Matrix3D::Inverse_Transform_Vector (m_Transform, world_pos, &points[index]);
}
//
// Handle the single point path or a looping path
//
if (count == 1 || Get_Flag (FLAG_LOOPING)) {
points[index++] = points[0];
count ++;
}
//
// Pass the new point list onto the line render object
//
line->Set_Points (count, points);
SAFE_DELETE_ARRAY (points);
m_PhysObj->Update_Cull_Box ();
}
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Create_Waypoint
//
//////////////////////////////////////////////////////////////////////////////
WaypointNodeClass *
WaypathNodeClass::Create_Waypoint (const Vector3 &point)
{
//
// Create the new waypoint
//
WaypointNodeClass *waypoint = new WaypointNodeClass;
waypoint->Set_Waypath (this);
waypoint->Parent_Set_Transform (Matrix3D (point));
waypoint->Initialize ();
NodeMgrClass::Setup_Node_Identity (*waypoint);
//
// Insert the new waypoint into the scene if the
// path is supposed to be in the scene...
//
if (m_IsInScene) {
waypoint->Add_To_Scene ();
}
//NodeMgrClass::Add_Node (waypoint);
return waypoint;
}
//////////////////////////////////////////////////////////////////////////////
//
// Peek_Line
//
//////////////////////////////////////////////////////////////////////////////
SegmentedLineClass *
WaypathNodeClass::Peek_Line (void)
{
SegmentedLineClass *line = NULL;
if (m_PhysObj != NULL) {
line = (SegmentedLineClass *)m_PhysObj->Peek_Model ();
}
return line;
}
//////////////////////////////////////////////////////////////////////////////
//
// Set_Flags
//
//////////////////////////////////////////////////////////////////////////////
void
WaypathNodeClass::Set_Flags (int flags)
{
m_Flags = flags;
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Set_Flag
//
//////////////////////////////////////////////////////////////////////////////
void
WaypathNodeClass::Set_Flag (int flag, bool onoff)
{
m_Flags &= ~flag;
if (onoff) {
m_Flags |= flag;
}
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Get_Flag
//
//////////////////////////////////////////////////////////////////////////////
bool
WaypathNodeClass::Get_Flag (int flag)
{
return bool((m_Flags & flag) == flag);
}
//////////////////////////////////////////////////////////////////////////////
//
// Hide
//
//////////////////////////////////////////////////////////////////////////////
void
WaypathNodeClass::Hide (bool hide)
{
//
// Apply the same operation to all the points along the path
//
for (int index = 0; index < m_PointList.Count (); index ++) {
WaypointNodeClass *waypoint = m_PointList[index];
if (waypoint != NULL) {
waypoint->Hide (hide);
}
}
NodeClass::Hide (hide);
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// Show_Settings_Dialog
//
//////////////////////////////////////////////////////////////////////////////
bool
WaypathNodeClass::Show_Settings_Dialog (void)
{
NodeInfoPageClass info_tab (this);
PositionPageClass pos_tab (this);
//
// Add each tab to the property sheet
//
EditorPropSheetClass prop_sheet;
prop_sheet.Add_Page (&info_tab);
prop_sheet.Add_Page (&pos_tab);
// Show the property sheet
UINT ret_code = prop_sheet.DoModal ();
// Return true if the user clicked OK
return (ret_code == IDOK);
}
//////////////////////////////////////////////////////////////////////////////
//
// On_Delete
//
//////////////////////////////////////////////////////////////////////////////
void
WaypathNodeClass::On_Delete (void)
{
//
// Apply the same operation to all the points along the path
//
for (int index = 0; index < m_PointList.Count (); index ++) {
WaypointNodeClass *waypoint = m_PointList[index];
//NodeMgrClass::Remove_Node (waypoint);
}
return ;
}
//////////////////////////////////////////////////////////////////////////////
//
// On_Restore
//
//////////////////////////////////////////////////////////////////////////////
void
WaypathNodeClass::On_Restore (void)
{
//
// Apply the same operation to all the points along the path
//
for (int index = 0; index < m_PointList.Count (); index ++) {
WaypointNodeClass *waypoint = m_PointList[index];
//NodeMgrClass::Add_Node (waypoint);
}
return ;
}