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CnC_Renegade/Code/Tools/LevelEdit/LightSolveProgressDialog.cpp

227 lines
5.6 KiB
C++

/*
** 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/>.
*/
// LightSolveProgressDialog.cpp : implementation file
//
#include "stdafx.h"
#include "leveledit.h"
#include "LightSolveProgressDialog.h"
#include "utils.h"
#include "sceneeditor.h"
#include "lightsolvecontext.h"
#include "lightsolveprogress.h"
#include "phys.h"
#include "rendobj.h"
#include "lightsolve.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
//////////////////////////////////////////////////////////////////////////
// Progress Callback Object
//////////////////////////////////////////////////////////////////////////
class LSProgressCallbackClass : public LightSolveObserverClass
{
public:
LSProgressCallbackClass(void) { }
~LSProgressCallbackClass(void) { }
virtual void Progress_Callback(LightSolveContextClass & context)
{
General_Pump_Messages();
};
};
/////////////////////////////////////////////////////////////////////////////
// LightSolveProgressDialog dialog
LightSolveProgressDialog::LightSolveProgressDialog(LightSolveContextClass & context,CWnd* pParent /*=NULL*/)
: m_Cancelled(false),
m_SolveContext(context),
CDialog(LightSolveProgressDialog::IDD, pParent)
{
//{{AFX_DATA_INIT(LightSolveProgressDialog)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
return ;
}
void LightSolveProgressDialog::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(LightSolveProgressDialog)
DDX_Control(pDX, IDC_PROGRESS_BAR, m_ProgressBar);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(LightSolveProgressDialog, CDialog)
//{{AFX_MSG_MAP(LightSolveProgressDialog)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// LightSolveProgressDialog message handlers
/////////////////////////////////////////////////////////////////////////////
//
// OnInitDialog
//
/////////////////////////////////////////////////////////////////////////////
BOOL
LightSolveProgressDialog::OnInitDialog()
{
CDialog::OnInitDialog();
m_ProgressBar.SetRange (0, 100);
SetTimer (777, 250, NULL);
ShowWindow (SW_SHOW);
PostMessage (WM_USER+101);
return TRUE;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnCancel
//
/////////////////////////////////////////////////////////////////////////////
void
LightSolveProgressDialog::OnCancel (void)
{
m_Cancelled = true;
m_SolveContext.Get_Progress().Request_Cancel();
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// WindowProc
//
/////////////////////////////////////////////////////////////////////////////
LRESULT
LightSolveProgressDialog::WindowProc(UINT message, WPARAM wParam, LPARAM lParam)
{
if (message == WM_USER+101) {
//
// Kick off the lighting solveoptimization
//
LightSolveClass::Generate_Static_Light_Solve(m_SolveContext);
//
// Cleanup the dialog
//
Set_Finished ();
}
if (message == WM_TIMER) {
Update_Stats ();
}
return CDialog::WindowProc(message, wParam, lParam);
}
/////////////////////////////////////////////////////////////////////////////
//
// Set_Finished
//
/////////////////////////////////////////////////////////////////////////////
void
LightSolveProgressDialog::Set_Finished (void)
{
Update_Stats ();
m_ProgressBar.SetPos (100);
EndDialog (IDOK);
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// Update_Stats
//
/////////////////////////////////////////////////////////////////////////////
void
LightSolveProgressDialog::Update_Stats (void)
{
::General_Pump_Messages();
LightSolveProgressClass * progress = &(m_SolveContext.Get_Progress());
//
// Update each of the status fields
//
SetDlgItemInt (IDC_TOTAL_OBJECT_COUNT, progress->Get_Object_Count());
SetDlgItemInt (IDC_CURRENT_OBJECT, progress->Get_Processed_Object_Count());
SetDlgItemText (IDC_CURRENT_MESH_NAME, progress->Get_Current_Mesh_Name());
SetDlgItemInt (IDC_VERTEX_COUNT, progress->Get_Current_Mesh_Vertex_Count());
SetDlgItemInt (IDC_CURRENT_VERTEX, progress->Get_Current_Vertex());
//
// Update the status text
//
int total = progress->Get_Object_Count ();
int current = progress->Get_Processed_Object_Count ();
CString status_text;
status_text.Format ("%d of %d objects solved.", current, total);
SetDlgItemText (IDC_STATUS_TEXT,status_text);
//
// Update the progress bar
//
if (total > 0) {
m_ProgressBar.SetPos ((current * 100) / total);
}
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// Solve
//
////////////////////////////////////////////////////////////////////////////
void
LightSolveProgressDialog::Solve (LightSolveContextClass & context,CWnd * parent)
{
//
// Create the callback object
LSProgressCallbackClass callback;
context.Set_Observer(&callback);
//
// Create the dialog
//
LightSolveProgressDialog dialog(context,parent);
dialog.DoModal();
}