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CnC_Renegade/Code/Tools/W3DView/AnimationPropPage.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/>.
*/
// AnimationPropPage.cpp : implementation file
//
#include "stdafx.h"
#include "w3dview.h"
#include "AnimationPropPage.h"
#include "RendObj.H"
#include "AssetMgr.H"
#include "Mesh.H"
#include "W3DViewDoc.H"
#include "Utils.H"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CAnimationPropPage property page
IMPLEMENT_DYNCREATE(CAnimationPropPage, CPropertyPage)
////////////////////////////////////////////////////////////////
//
// CAnimationPropPage
//
CAnimationPropPage::CAnimationPropPage (void)
: CPropertyPage(CAnimationPropPage::IDD)
{
//{{AFX_DATA_INIT(CAnimationPropPage)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
return ;
}
////////////////////////////////////////////////////////////////
//
// CAnimationPropPage
//
CAnimationPropPage::~CAnimationPropPage (void)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// DoDataExchange
//
void
CAnimationPropPage::DoDataExchange (CDataExchange* pDX)
{
// Allow the base class to process this message
CPropertyPage::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CAnimationPropPage)
// NOTE: the ClassWizard will add DDX and DDV calls here
//}}AFX_DATA_MAP
return ;
}
BEGIN_MESSAGE_MAP(CAnimationPropPage, CPropertyPage)
//{{AFX_MSG_MAP(CAnimationPropPage)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
////////////////////////////////////////////////////////////////
//
// OnInitDialog
//
BOOL
CAnimationPropPage::OnInitDialog (void)
{
// Allow the base class to process this message
CPropertyPage::OnInitDialog ();
// Get a pointer to the doc so we can get at the current animation object
CW3DViewDoc *pCDoc = ::GetCurrentDocument ();
if (pCDoc && pCDoc->GetCurrentAnimation ())
{
HAnimClass *pCAnimation = pCDoc->GetCurrentAnimation ();
// Set the description text at the top of the dialog
CString stringTemp;
stringTemp.Format (IDS_ANI_PROP_DESC, pCAnimation->Get_Name ());
SetDlgItemText (IDC_DESCRIPTION, stringTemp);
// Fill in the number of frames
SetDlgItemInt (IDC_FRAME_COUNT, pCAnimation->Get_Num_Frames ());
// Fill in the frame rate of the animation
stringTemp.Format ("%.2f fps", pCAnimation->Get_Frame_Rate ());
SetDlgItemText (IDC_FRAME_RATE, stringTemp);
// Fill in the total time taken by the animation
stringTemp.Format ("%.3f seconds", pCAnimation->Get_Total_Time ());
SetDlgItemText (IDC_TOTAL_TIME, stringTemp);
// Set the name of the hierarchy this animation belongs to.
SetDlgItemText (IDC_HIERARCHY_NAME, pCAnimation->Get_HName ());
}
return TRUE;
}