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CnC_Renegade/Code/Tools/W3DView/MeshPropPage.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/>.
*/
// MeshPropPage.cpp : implementation file
//
#include "stdafx.h"
#include "W3DView.h"
#include "MeshPropPage.h"
#include "RendObj.H"
#include "AssetMgr.H"
#include "Mesh.H"
#include "MeshMdl.H"
#include "w3d_file.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CMeshPropPage property page
IMPLEMENT_DYNCREATE(CMeshPropPage, CPropertyPage)
////////////////////////////////////////////////////////////////
//
// CMeshPropPage
//
CMeshPropPage::CMeshPropPage (const CString &stringMeshName)
: CPropertyPage(CMeshPropPage::IDD)
{
//{{AFX_DATA_INIT(CMeshPropPage)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
m_stringMeshName = stringMeshName;
return ;
}
////////////////////////////////////////////////////////////////
//
// ~CMeshPropPage
//
CMeshPropPage::~CMeshPropPage (void)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// DoDataExchange
//
void
CMeshPropPage::DoDataExchange (CDataExchange* pDX)
{
CPropertyPage::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CMeshPropPage)
// NOTE: the ClassWizard will add DDX and DDV calls here
//}}AFX_DATA_MAP
return ;
}
BEGIN_MESSAGE_MAP(CMeshPropPage, CPropertyPage)
//{{AFX_MSG_MAP(CMeshPropPage)
ON_WM_CLOSE()
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CMeshPropPage message handlers
////////////////////////////////////////////////////////////////
//
// OnInitDialog
//
BOOL
CMeshPropPage::OnInitDialog (void)
{
// Allow the base class to process this message
CPropertyPage::OnInitDialog();
if (m_stringMeshName.GetLength () > 0)
{
// Get a pointer to the mesh object from the asset manager
MeshClass *pCMesh = (MeshClass *)WW3DAssetManager::Get_Instance()->Create_Render_Obj (m_stringMeshName);
ASSERT (pCMesh);
if (pCMesh)
{
CString stringDesc;
stringDesc.Format (IDS_MESH_PROP_DESC, m_stringMeshName);
// Put the description onto the dialog
SetDlgItemText (IDC_DESCRIPTION, stringDesc);
// Put the polygon count onto the dialog
SetDlgItemInt (IDC_POLYGON_COUNT, pCMesh->Get_Num_Polys ());
MeshModelClass *pmeshmodel = pCMesh->Get_Model ();
ASSERT (pmeshmodel);
if (pmeshmodel)
{
// Put the vertex count onto the dialog
SetDlgItemInt (IDC_VERTEX_COUNT, pmeshmodel->Get_Vertex_Count ());
}
// Put the user text onto the dialog
SetDlgItemText (IDC_USER_TEXT, pCMesh->Get_User_Text ());
// Get the flags for the mesh
DWORD dwFlags = pCMesh->Get_W3D_Flags ();
// Determine what type of mesh this is
if ((dwFlags & W3D_MESH_FLAG_COLLISION_BOX) == W3D_MESH_FLAG_COLLISION_BOX)
{
SendDlgItemMessage (IDC_MESH_TYPE_COLLISION_BOX, BM_SETCHECK, (WPARAM)TRUE);
}
else if ((dwFlags & W3D_MESH_FLAG_SKIN) == W3D_MESH_FLAG_SKIN)
{
SendDlgItemMessage (IDC_MESH_TYPE_SKIN, BM_SETCHECK, (WPARAM)TRUE);
}
else if ((dwFlags & W3D_MESH_FLAG_SHADOW) == W3D_MESH_FLAG_SHADOW)
{
SendDlgItemMessage (IDC_MESH_TYPE_SHADOW, BM_SETCHECK, (WPARAM)TRUE);
}
else
{
SendDlgItemMessage (IDC_MESH_TYPE_NORMAL, BM_SETCHECK, (WPARAM)TRUE);
}
// Is this collision type physical?
DWORD dwCollisionFlags = dwFlags & W3D_MESH_FLAG_COLLISION_TYPE_MASK;
if ((dwCollisionFlags & W3D_MESH_FLAG_COLLISION_TYPE_PHYSICAL) == W3D_MESH_FLAG_COLLISION_TYPE_PHYSICAL)
{
SendDlgItemMessage (IDC_COLLISION_TYPE_PHYSICAL, BM_SETCHECK, (WPARAM)TRUE);
}
// Is this collision type projectile?
if ((dwCollisionFlags & W3D_MESH_FLAG_COLLISION_TYPE_PROJECTILE) == W3D_MESH_FLAG_COLLISION_TYPE_PROJECTILE)
{
SendDlgItemMessage (IDC_COLLISION_TYPE_PROJECTILE, BM_SETCHECK, (WPARAM)TRUE);
}
// Is this a hidden mesh?
if ((dwFlags & W3D_MESH_FLAG_HIDDEN) == W3D_MESH_FLAG_HIDDEN)
{
SendDlgItemMessage (IDC_HIDDEN, BM_SETCHECK, (WPARAM)TRUE);
}
// Free the object
pCMesh->Release_Ref ();
pCMesh = NULL;
}
}
GetParent ()->GetDlgItem (IDOK)->ShowWindow (SW_HIDE);
GetParent ()->GetDlgItem (IDCANCEL)->SetWindowText ("Close");
return TRUE;
}
void CMeshPropPage::OnClose()
{
// TODO: Add your message handler code here and/or call default
CPropertyPage::OnClose();
return ;
}