/* ** 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 . */ // DataView.cpp : implementation file // #include "stdafx.h" #include "phystest.h" #include "DataView.h" #include "PhysTestDoc.h" #include "assetmgr.h" #include "rendobj.h" #include "pscene.h" #include "phys.h" #include "physlist.h" #include "mainfrm.h" #ifdef _DEBUG #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif ///////////////////////////////////////////////////////////////////////////// // CDataView IMPLEMENT_DYNCREATE(CDataView, CTreeView) CDataView::CDataView() : ModelsRoot(NULL), InstancesRoot(NULL) { } CDataView::~CDataView() { } void CDataView::Rebuild_Tree(void) { // Turn off repainting GetTreeCtrl ().SetRedraw (FALSE); // wipe clean GetTreeCtrl().DeleteItem(ModelsRoot); GetTreeCtrl().DeleteItem(InstancesRoot); ModelsRoot = GetTreeCtrl().InsertItem("Models", NULL, NULL); InstancesRoot = GetTreeCtrl().InsertItem ("Physics Object Instances", NULL, NULL); // MODELS // Get an iterator from the asset manager that we can // use to enumerate the currently loaded assets RenderObjIterator * obj_iterator = WW3DAssetManager::Get_Instance()->Create_Render_Obj_Iterator(); ASSERT(obj_iterator); if (obj_iterator) { // Loop through all the assets in the manager for (obj_iterator->First (); !obj_iterator->Is_Done(); obj_iterator->Next()) { // If the asset is an HLOD, add it to our possible model list if (obj_iterator->Current_Item_Class_ID() == RenderObjClass::CLASSID_HLOD) { const char * model_name = obj_iterator->Current_Item_Name(); // Add this entry to the tree HTREEITEM hItem = GetTreeCtrl().InsertItem(model_name,NULL,0,ModelsRoot,TVI_SORT); ASSERT (hItem != NULL); ItemInfoClass * item_info = new ItemInfoClass(model_name,ItemInfoClass::MODEL); GetTreeCtrl().SetItemData(hItem, (ULONG)item_info); } } // Free the enumerator object we created earlier WW3DAssetManager::Get_Instance()->Release_Render_Obj_Iterator(obj_iterator); } // PHYSICS OBJECT INSTANCES CPhysTestDoc * doc = (CPhysTestDoc *)GetDocument(); RefPhysListIterator phys_iterator = PhysicsSceneClass::Get_Instance()->Get_Dynamic_Object_Iterator(); for (phys_iterator.First();!phys_iterator.Is_Done();phys_iterator.Next()) { const char * instance_name = phys_iterator.Peek_Obj()->Get_Name(); if (instance_name != NULL) { // Add this entry to the tree HTREEITEM hItem = GetTreeCtrl().InsertItem(instance_name,NULL,0,InstancesRoot,TVI_SORT); ASSERT (hItem != NULL); ItemInfoClass * item_info = new ItemInfoClass(instance_name,ItemInfoClass::INSTANCE); item_info->Instance = phys_iterator.Peek_Obj(); GetTreeCtrl().SetItemData(hItem, (ULONG)item_info); } } // Turn;repainting back on and force a redraw GetTreeCtrl().SetRedraw (TRUE); Invalidate(FALSE); UpdateWindow(); } ItemInfoClass * CDataView::Get_Selected_Item(void) { ItemInfoClass * item_info = NULL; // Get the currently selected node from the tree control HTREEITEM htree_item = GetTreeCtrl ().GetSelectedItem (); if (htree_item != NULL) { // Get the data associated with this item item_info = (ItemInfoClass *)GetTreeCtrl().GetItemData(htree_item); } // Return the asset information associated with the current item return item_info; } void CDataView::Save(ChunkSaveClass & csave) { } void CDataView::Load(ChunkLoadClass & cload) { } BEGIN_MESSAGE_MAP(CDataView, CTreeView) //{{AFX_MSG_MAP(CDataView) ON_WM_CREATE() ON_NOTIFY_REFLECT(TVN_DELETEITEM, OnDeleteitem) ON_NOTIFY_REFLECT(TVN_SELCHANGED, OnSelchanged) //}}AFX_MSG_MAP END_MESSAGE_MAP() ///////////////////////////////////////////////////////////////////////////// // CDataView drawing void CDataView::OnDraw(CDC* pDC) { CDocument* pDoc = GetDocument(); // TODO: add draw code here } ///////////////////////////////////////////////////////////////////////////// // CDataView diagnostics #ifdef _DEBUG void CDataView::AssertValid() const { CTreeView::AssertValid(); } void CDataView::Dump(CDumpContext& dc) const { CTreeView::Dump(dc); } #endif //_DEBUG ///////////////////////////////////////////////////////////////////////////// // CDataView message handlers BOOL CDataView::PreCreateWindow(CREATESTRUCT& cs) { // Modify the style bits for the window so it will // have buttons and lines between nodes. cs.style |= TVS_HASBUTTONS | TVS_HASLINES | TVS_LINESATROOT | TVS_SHOWSELALWAYS; return CTreeView::PreCreateWindow(cs); } int CDataView::OnCreate(LPCREATESTRUCT lpCreateStruct) { if (CTreeView::OnCreate(lpCreateStruct) == -1) return -1; ModelsRoot = GetTreeCtrl().InsertItem("Models", NULL, NULL); InstancesRoot = GetTreeCtrl().InsertItem ("Physics Object Instances", NULL, NULL); return 0; } void CDataView::OnDeleteitem(NMHDR* pNMHDR, LRESULT* pResult) { NM_TREEVIEW* pNMTreeView = (NM_TREEVIEW*)pNMHDR; ItemInfoClass * item_info = (ItemInfoClass *)pNMTreeView->itemOld.lParam; // Free the asset information object if (item_info != NULL) { delete item_info; } // Reset the data associated with this entry GetTreeCtrl().SetItemData(pNMTreeView->itemOld.hItem, NULL); *pResult = 0; } void CDataView::OnSelchanged(NMHDR* pNMHDR, LRESULT* pResult) { // just tell the main window that the selection changed so it // can link/unlink the virtual joystick. ((CMainFrame *)::AfxGetMainWnd())->Notify_Selection_Changed(); *pResult = 0; }