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CnC_Renegade/Code/Tools/W3DView/TextureMgrDialog.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/W3DView/TextureMgrDialog.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 3/01/01 3:16p $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if !defined(AFX_TEXTUREMGRDIALOG_H__3F61844D_CDEA_11D2_9FFC_00104B791122__INCLUDED_)
#define AFX_TEXTUREMGRDIALOG_H__3F61844D_CDEA_11D2_9FFC_00104B791122__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include "Vector.H"
#include "RendObj.H"
#include "Utils.H"
#include "Resource.H"
#include "DialogToolbar.H"
#include "texture.h"
// Forward declarations
class MeshClass;
#ifdef WW3D_DX8
/////////////////////////////////////////////////////////////////////////////
//
// Constants
//
const int ICON_MESH = 0;
const int ICON_DEF_TEXTURE = 1;
#define TEXTURE_NODE_LIST DynamicVectorClass <class TextureListNodeClass *>
/////////////////////////////////////////////////////////////////////////////
//
// TextureListNodeClass
//
class TextureListNodeClass
{
public:
typedef enum
{
TYPE_MESH = 0,
TYPE_TEXTURE,
TYPE_COUNT
} NODE_TYPE;
////////////////////////////////////////////////////////////
//
// Public constructors/destructors
//
TextureListNodeClass (LPCTSTR name = NULL)
: m_pTexture (NULL),
m_Type (TYPE_MESH),
m_pParent (NULL),
m_Name (name),
m_TextureIndex (0),
m_IconIndex (ICON_MESH) {}
TextureListNodeClass (TextureClass *ptexture, LPCTSTR name = NULL)
: m_pTexture (NULL),
m_Type (TYPE_TEXTURE),
m_pParent (NULL),
m_Name (name),
m_TextureIndex (0),
m_IconIndex (ICON_DEF_TEXTURE) { MEMBER_ADD (m_pTexture, ptexture); }
~TextureListNodeClass (void) { MEMBER_RELEASE (m_pTexture); Free_Subobj_List (); }
////////////////////////////////////////////////////////////
//
// Public methods
//
void Set_Name (LPCTSTR name) { m_Name = name; }
LPCTSTR Get_Name (void) const { return m_Name; }
NODE_TYPE Get_Type (void) const { return m_Type; }
void Set_Type (NODE_TYPE type) { m_Type = type; }
TextureClass * Peek_Texture (void) const { return m_pTexture; }
void Set_Texture (TextureClass *ptex) { MEMBER_ADD (m_pTexture, ptex); }
TEXTURE_NODE_LIST & Get_Subobj_List (void) { return m_SubObjectList; }
void Set_Parent (TextureListNodeClass *pparent) { m_pParent = pparent; }
TextureListNodeClass * Get_Parent (void) const { return m_pParent; }
void Add_Subobj (TextureListNodeClass *pchild) { m_SubObjectList.Add (pchild); }
int Get_Icon_Index (void) const { return m_IconIndex; }
void Set_Icon_Index (int index) { m_IconIndex = index; }
int Get_Texture_Index (void) const { return m_TextureIndex; }
void Set_Texture_Index (int index) { m_TextureIndex = index; }
protected:
////////////////////////////////////////////////////////////
//
// Protected methods
//
void Free_Subobj_List (void);
private:
////////////////////////////////////////////////////////////
//
// Private member data
//
NODE_TYPE m_Type;
CString m_Name;
TEXTURE_NODE_LIST m_SubObjectList;
TextureClass * m_pTexture;
TextureListNodeClass * m_pParent;
int m_IconIndex;
int m_TextureIndex;
};
/////////////////////////////////////////////////////////////////////////////
//
// Free_Subobj_List
//
__inline void
TextureListNodeClass::Free_Subobj_List (void)
{
// Loop through all the subobject entries and free thier pointers
for (int index = 0; index < m_SubObjectList.Count (); index ++) {
SAFE_DELETE (m_SubObjectList[index]);
}
m_SubObjectList.Delete_All ();
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// TextureMgrDialogClass dialog
//
class TextureMgrDialogClass : public CDialog
{
// Construction
public:
TextureMgrDialogClass (RenderObjClass *pbase_model, CWnd *pParent = NULL);
// Dialog Data
//{{AFX_DATA(TextureMgrDialogClass)
enum { IDD = IDD_TEXTURE_MANAGMENT };
CListCtrl m_ListCtrl;
//}}AFX_DATA
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(TextureMgrDialogClass)
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
// Generated message map functions
//{{AFX_MSG(TextureMgrDialogClass)
virtual BOOL OnInitDialog();
virtual void OnOK();
virtual void OnCancel();
afx_msg void OnDblclkMeshTextureListCtrl(NMHDR* pNMHDR, LRESULT* pResult);
afx_msg void OnKeydownMeshTextureListCtrl(NMHDR* pNMHDR, LRESULT* pResult);
afx_msg void OnDestroy();
afx_msg void OnBack();
afx_msg void OnDetails();
afx_msg void OnLarge();
afx_msg void OnList();
afx_msg void OnSmall();
afx_msg void OnPropagate();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
public:
protected:
////////////////////////////////////////////////////////////////
//
// Protected methosd
//
void Add_Subobjs_To_List (RenderObjClass *prender_obj);
void Add_Textures_To_Node (MeshClass *pmesh, TextureListNodeClass *pmesh_node);
void Fill_List_Ctrl_With_Meshes (void);
void Fill_List_Ctrl_With_Textures (TextureListNodeClass &pparent);
int Find_Texture_Thumbnail (LPCTSTR name);
int Get_Thumbnail (TextureClass *ptexture);
void Insert_Texture_Details (TextureListNodeClass *pnode, int index);
private:
////////////////////////////////////////////////////////////////
//
// Private member data
//
RenderObjClass * m_pBaseModel;
TEXTURE_NODE_LIST m_NodeList;
bool m_bContainsMeshes;
CImageList * m_pImageList;
CImageList * m_pImageListSmall;
CImageList * m_pTextureImageList;
CImageList * m_pTextureImageListSmall;
DynamicVectorClass <CString> m_TextureNames;
DialogToolbarClass m_Toolbar;
};
#endif //WW3D_DX8
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_TEXTUREMGRDIALOG_H__3F61844D_CDEA_11D2_9FFC_00104B791122__INCLUDED_)