/* ** 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 . */ // LightSolveOptionsDialog.cpp : implementation file // #include "stdafx.h" #include "leveledit.h" #include "sceneeditor.h" #include "utils.h" #include "lightsolveoptionsdialog.h" #include "lightsolveprogressdialog.h" #include "phys.h" #include "rendobj.h" #include "lightsolvecontext.h" #include "pscene.h" #ifdef _DEBUG #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif ///////////////////////////////////////////////////////////////////////////// // LightSolveOptionsDialogClass dialog LightSolveOptionsDialogClass::LightSolveOptionsDialogClass(CWnd* pParent /*=NULL*/) : CDialog(LightSolveOptionsDialogClass::IDD, pParent) { //{{AFX_DATA_INIT(LightSolveOptionsDialogClass) // NOTE: the ClassWizard will add member initialization here //}}AFX_DATA_INIT } void LightSolveOptionsDialogClass::DoDataExchange(CDataExchange* pDX) { CDialog::DoDataExchange(pDX); //{{AFX_DATA_MAP(LightSolveOptionsDialogClass) // NOTE: the ClassWizard will add DDX and DDV calls here //}}AFX_DATA_MAP } BEGIN_MESSAGE_MAP(LightSolveOptionsDialogClass, CDialog) //{{AFX_MSG_MAP(LightSolveOptionsDialogClass) //}}AFX_MSG_MAP END_MESSAGE_MAP() ///////////////////////////////////////////////////////////////////////////// // LightSolveOptionsDialogClass message handlers BOOL LightSolveOptionsDialogClass::OnInitDialog() { CDialog::OnInitDialog(); return TRUE; } void LightSolveOptionsDialogClass::OnOK() { LightSolveContextClass context; SceneEditorClass *scene = ::Get_Scene_Editor (); // // Setup the solve options // context.Enable_Occlusion(SendDlgItemMessage(IDC_LIGHT_SOLVE_OCCLUSION,BM_GETCHECK)); context.Enable_Filtering(SendDlgItemMessage(IDC_LIGHT_SOLVE_FILTERING,BM_GETCHECK)); // // Run the solve // LightSolveProgressDialog::Solve(context,this); CDialog::OnOK (); return ; }