/* ** 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/LightSettingsPage.cpp $Modtime:: $* * * * $Revision:: 2 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "StdAfx.H" #include "LevelEdit.H" #include "LightSettingsPage.H" #include "Utils.H" #include "ColorSelectionDialog.H" #ifdef _DEBUG #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif ///////////////////////////////////////////////////////////////////////////// // // LightSettingsPageClass // LightSettingsPageClass::LightSettingsPageClass (void) : m_pLight (NULL), DockableFormClass (LightSettingsPageClass::IDD) { return ; } ///////////////////////////////////////////////////////////////////////////// // // LightSettingsPageClass // LightSettingsPageClass::LightSettingsPageClass (LightSettingsClass *plight) : m_pLight (plight), DockableFormClass (LightSettingsPageClass::IDD) { //{{AFX_DATA_INIT(LightSettingsPageClass) // NOTE: the ClassWizard will add member initialization here //}}AFX_DATA_INIT return ; } ///////////////////////////////////////////////////////////////////////////// // // ~LightSettingsPageClass // LightSettingsPageClass::~LightSettingsPageClass (void) { return; } ///////////////////////////////////////////////////////////////////////////// // // DoDataExchange // void LightSettingsPageClass::DoDataExchange (CDataExchange* pDX) { DockableFormClass::DoDataExchange(pDX); //{{AFX_DATA_MAP(LightSettingsPageClass) DDX_Control(pDX, IDC_INTENSITY_SLIDER, m_IntensitySlider); DDX_Control(pDX, IDC_OUTER_ATTEN_SLIDER, m_OuterAttenSlider); DDX_Control(pDX, IDC_INNER_ATTEN_SLIDER, m_InnerAttenSlider); //}}AFX_DATA_MAP return ; } BEGIN_MESSAGE_MAP(LightSettingsPageClass, DockableFormClass) //{{AFX_MSG_MAP(LightSettingsPageClass) ON_WM_DRAWITEM() ON_EN_CHANGE(IDC_INNER_ATTEN_EDIT, OnChangeInnerAttenEdit) ON_EN_CHANGE(IDC_OUTER_ATTEN_EDIT, OnChangeOuterAttenEdit) ON_WM_HSCROLL() ON_EN_KILLFOCUS(IDC_OUTER_ATTEN_EDIT, OnKillfocusOuterAttenEdit) ON_EN_KILLFOCUS(IDC_INNER_ATTEN_EDIT, OnKillfocusInnerAttenEdit) ON_BN_CLICKED(IDC_AMBIENT_BUTTON, OnAmbientButton) ON_BN_CLICKED(IDC_DIFFUSE_BUTTON, OnDiffuseButton) ON_BN_CLICKED(IDC_SPECULAR_BUTTON, OnSpecularButton) //}}AFX_MSG_MAP END_MESSAGE_MAP() ///////////////////////////////////////////////////////////////////////////// // LightSettingsPageClass diagnostics #ifdef _DEBUG void LightSettingsPageClass::AssertValid() const { DockableFormClass::AssertValid(); } void LightSettingsPageClass::Dump(CDumpContext& dc) const { DockableFormClass::Dump(dc); } #endif //_DEBUG ///////////////////////////////////////////////////////////////////////////// // // HandleInitDialog // void LightSettingsPageClass::HandleInitDialog (void) { ASSERT (m_pLight != NULL); // Record the light's original settings so we can // restore them if we need to. m_OrigAmbient = m_pLight->Get_Ambient_Color (); m_OrigDiffuse = m_pLight->Get_Diffuse_Color (); m_OrigSpecular = m_pLight->Get_Specular_Color (); m_OrigIntensity = m_pLight->Get_Intensity (); m_pLight->Get_Attenuation (m_OrigInnerAttenuation, m_OrigOuterAttenuation); // Set up the sliders m_IntensitySlider.SetRange (0, 100); m_InnerAttenSlider.SetRange (0, 100000); m_OuterAttenSlider.SetRange (0, 100000); m_IntensitySlider.SetPos (int(m_OrigIntensity * 100.00F)); m_InnerAttenSlider.SetPos (int(m_OrigInnerAttenuation * 100.00F)); m_OuterAttenSlider.SetPos (int(m_OrigOuterAttenuation * 100.00F)); // Put the attenuation values into the edit fields ::SetDlgItemFloat (m_hWnd, IDC_INNER_ATTEN_EDIT, m_OrigInnerAttenuation); ::SetDlgItemFloat (m_hWnd, IDC_OUTER_ATTEN_EDIT, m_OrigOuterAttenuation); return ; } ///////////////////////////////////////////////////////////////////////////// // // Apply_Changes // bool LightSettingsPageClass::Apply_Changes (void) { // Return true to allow the dialog to close return true; } ///////////////////////////////////////////////////////////////////////////// // // Discard_Changes // void LightSettingsPageClass::Discard_Changes (void) { // Give the original values back to the light m_pLight->Set_Ambient_Color (m_OrigAmbient); m_pLight->Set_Diffuse_Color (m_OrigDiffuse); m_pLight->Set_Specular_Color (m_OrigSpecular); m_pLight->Set_Intensity (m_OrigIntensity); m_pLight->Set_Attenuation (m_OrigInnerAttenuation, m_OrigOuterAttenuation); // Now update the light with these changes m_pLight->Update_Light (); return ; } ///////////////////////////////////////////////////////////////////////////// // // OnDrawItem // void LightSettingsPageClass::OnDrawItem ( int nIDCtl, LPDRAWITEMSTRUCT lpDrawItemStruct ) { // Determine what color to paint the button Vector3 color (0, 0, 0); if (nIDCtl == IDC_AMBIENT_BUTTON) { color = m_pLight->Get_Ambient_Color (); } else if (nIDCtl == IDC_DIFFUSE_BUTTON) { color = m_pLight->Get_Diffuse_Color (); } else if (nIDCtl == IDC_SPECULAR_BUTTON) { color = m_pLight->Get_Specular_Color (); } // Determine what state to draw the button in (pushed or normal) UINT state = DFCS_BUTTONPUSH | DFCS_ADJUSTRECT; if (lpDrawItemStruct->itemState & ODS_SELECTED) { state |= DFCS_PUSHED; } // Draw the button's outline CRect rect = lpDrawItemStruct->rcItem; ::DrawFrameControl (lpDrawItemStruct->hDC, rect, DFC_BUTTON, state); // Fill the button with the appropriate color CDC temp_dc; temp_dc.Attach (lpDrawItemStruct->hDC); temp_dc.FillSolidRect (&rect, RGB (int(color.X * 255), int(color.Y * 255), int(color.Z * 255))); temp_dc.Detach (); // Draw the focus rectangle if necessary if (lpDrawItemStruct->itemState & ODS_FOCUS) { ::DrawFocusRect (lpDrawItemStruct->hDC, &rect); } // Allow the base class to process this message //DockableFormClass::OnDrawItem (nIDCtl, lpDrawItemStruct); return; } ///////////////////////////////////////////////////////////////////////////// // // OnChangeInnerAttenEdit // void LightSettingsPageClass::OnChangeInnerAttenEdit (void) { float inner = ::GetDlgItemFloat (m_hWnd, IDC_INNER_ATTEN_EDIT); float outer = ::GetDlgItemFloat (m_hWnd, IDC_OUTER_ATTEN_EDIT); m_InnerAttenSlider.SetPos (int(inner * 100.00F)); // Update the light with these new settings m_pLight->Set_Attenuation (inner, outer); m_pLight->Update_Light (); ::Refresh_Main_View (); return ; } ///////////////////////////////////////////////////////////////////////////// // // OnChangeOuterAttenEdit // void LightSettingsPageClass::OnChangeOuterAttenEdit (void) { float inner = ::GetDlgItemFloat (m_hWnd, IDC_INNER_ATTEN_EDIT); float outer = ::GetDlgItemFloat (m_hWnd, IDC_OUTER_ATTEN_EDIT); m_OuterAttenSlider.SetPos (int(outer * 100.00F)); // Update the light with these new settings m_pLight->Set_Attenuation (inner, outer); m_pLight->Update_Light (); ::Refresh_Main_View (); return ; } ///////////////////////////////////////////////////////////////////////////// // // OnChangeOuterAttenEdit // void LightSettingsPageClass::OnHScroll ( UINT nSBCode, UINT nPos, CScrollBar *pScrollBar ) { if (pScrollBar == GetDlgItem (IDC_INTENSITY_SLIDER)) { // Pass the new intensity onto the UI and the light int position = m_IntensitySlider.GetPos (); m_pLight->Set_Intensity ((((float)position) / 100.00F)); } else if (pScrollBar == GetDlgItem (IDC_OUTER_ATTEN_SLIDER)) { // Determine the radii of the inner and outer attenuation spheres int position = m_OuterAttenSlider.GetPos (); float outer = (((float)position) / 100.00F); float inner = ::GetDlgItemFloat (m_hWnd, IDC_INNER_ATTEN_EDIT); if (outer < inner) { outer = inner; m_OuterAttenSlider.SetPos (int(outer * 100.00F)); } // Reset the UI and the light to match these settings ::SetDlgItemFloat (m_hWnd, IDC_OUTER_ATTEN_EDIT, outer); m_pLight->Set_Attenuation (inner, outer); } else { // Determine the radii of the inner and outer attenuation spheres int position = m_InnerAttenSlider.GetPos (); float inner = (((float)position) / 100.00F); float outer = ::GetDlgItemFloat (m_hWnd, IDC_OUTER_ATTEN_EDIT); if (outer < inner) { inner = outer; m_InnerAttenSlider.SetPos (int(inner * 100.00F)); } // Reset the UI and the light to match these settings ::SetDlgItemFloat (m_hWnd, IDC_INNER_ATTEN_EDIT, inner); m_pLight->Set_Attenuation (inner, outer); } // Now update the light with these changes m_pLight->Update_Light (); // Make sure the scene is painted ::Refresh_Main_View (); // Allow the base class to process this message DockableFormClass::OnHScroll (nSBCode, nPos, pScrollBar); return ; } ///////////////////////////////////////////////////////////////////////////// // // OnKillfocusOuterAttenEdit // void LightSettingsPageClass::OnKillfocusOuterAttenEdit (void) { float inner = ::GetDlgItemFloat (m_hWnd, IDC_INNER_ATTEN_EDIT); float outer = ::GetDlgItemFloat (m_hWnd, IDC_OUTER_ATTEN_EDIT); // If we need to normalize the data, then do so now... if (outer < inner) { // Reset the UI outer = inner; ::SetDlgItemFloat (m_hWnd, IDC_OUTER_ATTEN_EDIT, outer); m_OuterAttenSlider.SetPos (int(outer * 100.00F)); // Update the light with these new settings m_pLight->Set_Attenuation (inner, outer); m_pLight->Update_Light (); ::Refresh_Main_View (); } return ; } ///////////////////////////////////////////////////////////////////////////// // // OnKillfocusInnerAttenEdit // void LightSettingsPageClass::OnKillfocusInnerAttenEdit (void) { float inner = ::GetDlgItemFloat (m_hWnd, IDC_INNER_ATTEN_EDIT); float outer = ::GetDlgItemFloat (m_hWnd, IDC_OUTER_ATTEN_EDIT); // If we need to normalize the data, then do so now... if (outer < inner) { // Reset the UI inner = outer; ::SetDlgItemFloat (m_hWnd, IDC_INNER_ATTEN_EDIT, inner); m_InnerAttenSlider.SetPos (int(outer * 100.00F)); // Update the light with these new settings m_pLight->Set_Attenuation (inner, outer); m_pLight->Update_Light (); ::Refresh_Main_View (); } return ; } ///////////////////////////////////////////////////////////////////////////// // // OnAmbientButton // void LightSettingsPageClass::OnAmbientButton (void) { // Display a dialog to the user that will allow them to select a color ColorSelectionDialogClass dialog (m_pLight->Get_Ambient_Color (), this); if (dialog.DoModal () == IDOK) { m_pLight->Set_Ambient_Color (dialog.Get_Color ()); m_pLight->Update_Light (); // Repaint the views ::InvalidateRect (::GetDlgItem (m_hWnd, IDC_AMBIENT_BUTTON), NULL, TRUE); ::Refresh_Main_View (); } return ; } ///////////////////////////////////////////////////////////////////////////// // // OnDiffuseButton // void LightSettingsPageClass::OnDiffuseButton (void) { // Display a dialog to the user that will allow them to select a color ColorSelectionDialogClass dialog (m_pLight->Get_Diffuse_Color (), this); if (dialog.DoModal () == IDOK) { m_pLight->Set_Diffuse_Color (dialog.Get_Color ()); m_pLight->Update_Light (); // Repaint the views ::InvalidateRect (::GetDlgItem (m_hWnd, IDC_DIFFUSE_BUTTON), NULL, TRUE); ::Refresh_Main_View (); } return; } ///////////////////////////////////////////////////////////////////////////// // // OnSpecularButton // void LightSettingsPageClass::OnSpecularButton (void) { // Display a dialog to the user that will allow them to select a color ColorSelectionDialogClass dialog (m_pLight->Get_Specular_Color (), this); if (dialog.DoModal () == IDOK) { m_pLight->Set_Specular_Color (dialog.Get_Color ()); m_pLight->Update_Light (); // Repaint the views ::InvalidateRect (::GetDlgItem (m_hWnd, IDC_SPECULAR_BUTTON), NULL, TRUE); ::Refresh_Main_View (); } return; }