/* ** 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 . */ /*********************************************************************************************** *** 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/LevelEdit/TransitionNode.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 11/17/01 10:44a $* * * * $Revision:: 5 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __TRANSITION_NODE_H #define __TRANSITION_NODE_H #include "node.h" #include "icons.h" #include "transitiongameobj.h" // Forward declarations class PresetClass; class PhysClass; //////////////////////////////////////////////////////////////////////////// // // TransitionNodeClass // //////////////////////////////////////////////////////////////////////////// class TransitionNodeClass : public NodeClass { public: ////////////////////////////////////////////////////////////////// // Public constructors/destructors ////////////////////////////////////////////////////////////////// TransitionNodeClass (PresetClass *preset = NULL); TransitionNodeClass (const TransitionNodeClass &src); ~TransitionNodeClass (void); ////////////////////////////////////////////////////////////// // Public operators ////////////////////////////////////////////////////////////// const TransitionNodeClass &operator= (const TransitionNodeClass &src); ////////////////////////////////////////////////////////////////// // Public methods ////////////////////////////////////////////////////////////////// // // From PersistClass // virtual const PersistFactoryClass & Get_Factory (void) const; // // From NodeClass // NodeClass * Clone (void) { return new TransitionNodeClass (*this); } void Initialize (void); NODE_TYPE Get_Type (void) const { return NODE_TYPE_TRANSITION; } int Get_Icon_Index (void) const { return TRANSITION_ICON; } PhysClass * Peek_Physics_Obj (void) const; bool Is_Static (void) const { return false; } void Add_To_Scene (void); void Remove_From_Scene (void); // // Notifications // void On_Rotate (void); void On_Translate (void); void On_Transform (void); // // Export methods // void Pre_Export (void); void Post_Export (void); // // Transition Specific // int Get_Transition_Count (void) const; TransitionInstanceClass * Get_Transition (int index); TransitionGameObj * Get_Transition_Game_Obj (void) { return m_TransitionObj; } int Find_Transition (TransitionDataClass::StyleType type); protected: ////////////////////////////////////////////////////////////////// // Protected methods ////////////////////////////////////////////////////////////////// private: ////////////////////////////////////////////////////////////////// // Private member data ////////////////////////////////////////////////////////////////// PhysClass * m_PhysObj; TransitionGameObj * m_TransitionObj; }; ////////////////////////////////////////////////////////////////// // Peek_Physics_Obj ////////////////////////////////////////////////////////////////// inline PhysClass * TransitionNodeClass::Peek_Physics_Obj (void) const { return m_PhysObj; } ////////////////////////////////////////////////////////////////// // On_Rotate ////////////////////////////////////////////////////////////////// inline void TransitionNodeClass::On_Rotate (void) { if (m_TransitionObj != NULL) { m_TransitionObj->Set_Transform (m_Transform); m_TransitionObj->Update_Transitions (); } NodeClass::On_Rotate (); return ; } ////////////////////////////////////////////////////////////////// // On_Translate ////////////////////////////////////////////////////////////////// inline void TransitionNodeClass::On_Translate (void) { if (m_TransitionObj != NULL) { m_TransitionObj->Set_Transform (m_Transform); m_TransitionObj->Update_Transitions (); } NodeClass::On_Translate (); return ; } ////////////////////////////////////////////////////////////////// // On_Transform ////////////////////////////////////////////////////////////////// inline void TransitionNodeClass::On_Transform (void) { if (m_TransitionObj != NULL) { m_TransitionObj->Set_Transform (m_Transform); m_TransitionObj->Update_Transitions (); } NodeClass::On_Transform (); return ; } ////////////////////////////////////////////////////////////////// // Get_Transition_Count ////////////////////////////////////////////////////////////////// inline int TransitionNodeClass::Get_Transition_Count (void) const { int count = 0; if (m_TransitionObj != NULL) { count = m_TransitionObj->Get_Transition_Count (); } return count; } ////////////////////////////////////////////////////////////////// // Get_Transition ////////////////////////////////////////////////////////////////// inline TransitionInstanceClass * TransitionNodeClass::Get_Transition (int index) { TransitionInstanceClass *transition = NULL; if ( m_TransitionObj != NULL && index >= 0 && index < Get_Transition_Count ()) { transition = m_TransitionObj->Get_Transition (index); } return transition; } #endif //__TRANSITION_NODE_H