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CnC_Renegade/Code/Tools/LevelEdit/PresetTransitionTab.cpp

549 lines
14 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/>.
*/
// PresetGeneralTab.cpp : implementation file
//
#include "stdafx.h"
#include "leveledit.h"
#include "PresetTransitionTab.h"
#include "definition.h"
#include "preset.h"
#include "utils.h"
#include "TransitionEditDialog.h"
#include "objectnode.h"
#include "rendobj.h"
#include "SceneEditor.h"
#include "decophys.h"
#include "CollisionGroups.h"
#include "staticphys.h"
#include "transition.h"
#include "wheelvehicle.h"
#include "cameramgr.h"
#include "hlod.h"
#include "rinfo.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
//
// Constants
//
/////////////////////////////////////////////////////////////////////////////
const float DROP_POS = 1000.0F;
const float DROP_HEIGHT = 5.0F;
const int COL_NAME = 0;
const int COL_ANIMATION = 1;
/////////////////////////////////////////////////////////////////////////////
//
// PresetTransitionTabClass
//
/////////////////////////////////////////////////////////////////////////////
PresetTransitionTabClass::PresetTransitionTabClass (PresetClass *preset)
: m_Preset (preset),
m_Height (0),
m_RenderObj (NULL),
m_TransitionList (NULL),
DockableFormClass(PresetTransitionTabClass::IDD)
{
//{{AFX_DATA_INIT(PresetTransitionTabClass)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// ~PresetTransitionTabClass
//
/////////////////////////////////////////////////////////////////////////////
PresetTransitionTabClass::~PresetTransitionTabClass (void)
{
MEMBER_RELEASE (m_RenderObj);
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// DoDataExchange
//
/////////////////////////////////////////////////////////////////////////////
void
PresetTransitionTabClass::DoDataExchange (CDataExchange *pDX)
{
DockableFormClass::DoDataExchange(pDX);
//{{AFX_DATA_MAP(PresetTransitionTabClass)
DDX_Control(pDX, IDC_TRANSITION_LIST, m_ListCtrl);
//}}AFX_DATA_MAP
return ;
}
BEGIN_MESSAGE_MAP(PresetTransitionTabClass, DockableFormClass)
//{{AFX_MSG_MAP(PresetTransitionTabClass)
ON_NOTIFY(LVN_ITEMCHANGED, IDC_TRANSITION_LIST, OnItemChangedTransitionList)
ON_BN_CLICKED(IDC_ADD_BUTTON, OnAddButton)
ON_BN_CLICKED(IDC_DELETE_BUTTON, OnDeleteButton)
ON_BN_CLICKED(IDC_MODIFY_BUTTON, OnModifyButton)
ON_NOTIFY(LVN_DELETEITEM, IDC_TRANSITION_LIST, OnDeleteitemTransitionList)
ON_NOTIFY(NM_DBLCLK, IDC_TRANSITION_LIST, OnDblclkTransitionList)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
#ifdef _DEBUG
void PresetTransitionTabClass::AssertValid() const
{
DockableFormClass::AssertValid();
}
void PresetTransitionTabClass::Dump(CDumpContext& dc) const
{
DockableFormClass::Dump(dc);
}
#endif //_DEBUG
/////////////////////////////////////////////////////////////////////////////
//
// HandleInitDialog
//
/////////////////////////////////////////////////////////////////////////////
void
PresetTransitionTabClass::HandleInitDialog (void)
{
ASSERT (m_Preset != NULL);
m_ListCtrl.InsertColumn (COL_NAME, "Name");
m_ListCtrl.InsertColumn (COL_ANIMATION, "Animation");
//
// Add the transitions to the list ctrl
//
int count = m_TransitionList->Count ();
for (int index = 0; index < count; index ++) {
//
// Insert this transition into the control
//
TransitionDataClass *transition = (*m_TransitionList)[index];
if (transition != NULL) {
TransitionDataClass *our_copy = new TransitionDataClass;
(*our_copy) = (*transition);
Insert_Transition (our_copy);
}
}
//
// Size the columns
//
CRect rect;
m_ListCtrl.GetWindowRect (&rect);
m_ListCtrl.SetColumnWidth (COL_NAME, (rect.Width () >> 1) - 2);
m_ListCtrl.SetColumnWidth (COL_ANIMATION, (rect.Width () >> 1) - 2);
m_ListCtrl.SetFocus ();
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// Apply_Changes
//
/////////////////////////////////////////////////////////////////////////////
bool
PresetTransitionTabClass::Apply_Changes (void)
{
// Assume success
bool retval = true;
//
// Free the old transitions
//
int count = m_TransitionList->Count ();
for (int index = 0; index < count; index ++) {
TransitionDataClass *transition = (*m_TransitionList)[index];
SAFE_DELETE (transition);
}
m_TransitionList->Delete_All ();
//
// Now, take all the transitions from the list control and add
// the to the vector.
//
count = m_ListCtrl.GetItemCount ();
for (index = 0; index < count; index ++) {
TransitionDataClass *transition = (TransitionDataClass *)m_ListCtrl.GetItemData (index);
if (transition != NULL) {
m_TransitionList->Add (transition);
m_ListCtrl.SetItemData (index, NULL);
}
}
// Return true to allow the dialog to close
return retval;
}
/////////////////////////////////////////////////////////////////////////////
//
// Insert_Transition
//
/////////////////////////////////////////////////////////////////////////////
void
PresetTransitionTabClass::Insert_Transition (TransitionDataClass *transition)
{
LPCTSTR name = transition->Get_Type_Name (transition->Get_Type ());
int index = m_ListCtrl.InsertItem (0xFF, name);
if (index >= 0) {
m_ListCtrl.SetItemText (index, COL_ANIMATION, transition->Get_Animation_Name ());
m_ListCtrl.SetItemData (index, (ULONG)transition);
}
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnAddButton
//
/////////////////////////////////////////////////////////////////////////////
void
PresetTransitionTabClass::OnAddButton (void)
{
Create_Render_Obj ();
//
// Show the transition editor
//
if (m_RenderObj != NULL) {
//
// Create a new transition
//
TransitionDataClass *transition = new TransitionDataClass;
transition->Set_Type ((TransitionDataClass::StyleType)0);
//
// Give the transition a starting position and size
//
AABoxClass box = m_RenderObj->Get_Bounding_Box ();
OBBoxClass zone (Vector3 (0, -(box.Extent.Y+0.5F), 0.5F), Vector3 (1, 1, 1));
transition->Set_Zone (zone);
transition->Set_Ending_TM (Matrix3D (zone.Center-Vector3 (0, 0, 0.5F)));
//
// Show the transition edit dialog
//
TransitionEditDialogClass dialog (this);
dialog.Set_Render_Obj (m_RenderObj);
dialog.Set_Start_Height (m_Height);
dialog.Set_Transition (transition);
if (dialog.DoModal () == IDOK) {
//
// Update the list ctrl
//
Insert_Transition (transition);
} else {
SAFE_DELETE (transition);
}
}
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnDeleteButton
//
/////////////////////////////////////////////////////////////////////////////
void
PresetTransitionTabClass::OnDeleteButton (void)
{
//
// Get the currently selected item
//
int index = m_ListCtrl.GetNextItem (-1, LVNI_ALL | LVNI_SELECTED);
if (index >= 0) {
//
// Delete the transition and remove it from the UI
//
TransitionDataClass *transition = (TransitionDataClass *)m_ListCtrl.GetItemData (index);
if (transition != NULL) {
SAFE_DELETE (transition);
m_ListCtrl.SetItemData (index, NULL);
}
m_ListCtrl.DeleteItem (index);
}
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnModifyButton
//
/////////////////////////////////////////////////////////////////////////////
void
PresetTransitionTabClass::OnModifyButton (void)
{
Create_Render_Obj ();
if (m_RenderObj != NULL) {
//
// Get the currently selected item
//
int index = m_ListCtrl.GetNextItem (-1, LVNI_ALL | LVNI_SELECTED);
if (index >= 0) {
//
// Delete the transition and remove it from the UI
//
TransitionDataClass *transition = (TransitionDataClass *)m_ListCtrl.GetItemData (index);
if (transition != NULL) {
//
// Show the transition edit dialog
//
TransitionEditDialogClass dialog (this);
dialog.Set_Render_Obj (m_RenderObj);
dialog.Set_Start_Height (m_Height);
dialog.Set_Transition (transition);
if (dialog.DoModal () == IDOK) {
//
// Update the list ctrl
//
LPCTSTR name = transition->Get_Type_Name (transition->Get_Type ());
m_ListCtrl.SetItemText (index, COL_NAME, name);
m_ListCtrl.SetItemText (index, COL_ANIMATION, transition->Get_Animation_Name ());
}
}
}
}
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnItemChangedTransitionList
//
/////////////////////////////////////////////////////////////////////////////
void
PresetTransitionTabClass::OnItemChangedTransitionList
(
NMHDR * pNMHDR,
LRESULT* pResult
)
{
NM_LISTVIEW *pNMListView = (NM_LISTVIEW *)pNMHDR;
(*pResult) = 0;
int index = m_ListCtrl.GetNextItem (-1, LVNI_ALL | LVNI_SELECTED);
if (index >= 0) {
::EnableWindow (::GetDlgItem (m_hWnd, IDC_MODIFY_BUTTON), true);
::EnableWindow (::GetDlgItem (m_hWnd, IDC_DELETE_BUTTON), true);
} else {
::EnableWindow (::GetDlgItem (m_hWnd, IDC_MODIFY_BUTTON), false);
::EnableWindow (::GetDlgItem (m_hWnd, IDC_DELETE_BUTTON), false);
}
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// Create_Render_Obj
//
/////////////////////////////////////////////////////////////////////////////
void
PresetTransitionTabClass::Create_Render_Obj (void)
{
CWaitCursor wait_cursor;
if (m_RenderObj == NULL && m_Preset != NULL) {
//
// Instantiate the node
//
NodeClass *node = (NodeClass *)m_Preset->Create ();
ASSERT (node != NULL);
if (node != NULL) {
//
// Initialize the game object and get its render object pointer
//
node->Initialize ();
RenderObjClass *render_obj = node->Peek_Render_Obj ();
ASSERT (render_obj != NULL);
if (render_obj != NULL) {
PhysClass *phys_obj = node->Peek_Physics_Obj ();
if (phys_obj != NULL && phys_obj->As_DecorationPhysClass () == NULL) {
SceneEditorClass *scene = ::Get_Scene_Editor ();
//
// Create a 'floor' which we can drop the object onto
//
PhysClass *phys_obj = node->Peek_Physics_Obj ();
RenderObjClass *floor = ::Create_Render_Obj ("GRID");
if (floor != NULL) {
phys_obj->Set_Transform (Matrix3D (Vector3(0, 0, DROP_POS)));
//
// Determine what height we should drop the object from
//
float drop_height = DROP_HEIGHT;
if (phys_obj->Peek_Model () != NULL) {
drop_height = (phys_obj->Peek_Model ()->Get_Bounding_Box ().Extent.Z * 2.0F);
}
//
// Create the floor
//
StaticPhysClass *floor_phys = new StaticPhysClass;
floor_phys->Set_Model (floor);
floor_phys->Set_Transform (Matrix3D (Vector3(0, 0, DROP_POS-drop_height)));
floor_phys->Set_Collision_Group (MOUSE_CLICK_COLLISION_GROUP);
scene->Add_Static_Object (floor_phys);
scene->Validate_Vis ();
/*Matrix3D tm;
tm.Look_At (Vector3 (0, -12, DROP_POS-drop_height+2), Vector3 (0, 0, DROP_POS-drop_height), 0);
::Get_Camera_Mgr ()->Get_Camera ()->Set_Transform (tm);
scene->Add_Dynamic_Object (phys_obj);*/
//
// Drop the object onto the floor
//
for (int index = 0; index < 50; index ++) {
phys_obj->Timestep (0.05F);
if (phys_obj->As_VehiclePhysClass () != NULL) {
phys_obj->As_VehiclePhysClass ()->Update_Wheels ();
}
//::Refresh_Main_View ();
}
//
// Determine how high the object sits ontop of the ground
//
m_Height = phys_obj->Get_Transform ().Get_Translation ().Z - (DROP_POS - drop_height);
if (WWMath::Is_Valid_Float (m_Height) == false || WWMath::Fabs (m_Height) > 4.0F) {
m_Height = 0.5F;
}
//
// Cleanup
//
//scene->Remove_Object (phys_obj);
scene->Remove_Object (floor_phys);
scene->Validate_Vis ();
floor_phys->Release_Ref ();
floor->Release_Ref ();
}
}
//
// Keep a copy of the render object for our own uses.
//
m_RenderObj = render_obj->Clone ();
//
// Force the object to use its highest LOD
//
if (m_RenderObj->Class_ID () == RenderObjClass::CLASSID_HLOD) {
HLodClass *lod_obj = (HLodClass *)m_RenderObj;
lod_obj->Set_LOD_Level (lod_obj->Get_LOD_Count () - 1);
}
}
MEMBER_RELEASE (node);
} else {
::Message_Box (m_hWnd, IDS_CANT_CREATE_OBJECT_MSG, IDS_CANT_CREATE_OBJECT_TITLE);
}
}
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnDeleteitemTransitionList
//
/////////////////////////////////////////////////////////////////////////////
void
PresetTransitionTabClass::OnDeleteitemTransitionList
(
NMHDR * pNMHDR,
LRESULT * pResult
)
{
NM_LISTVIEW* pNMListView = (NM_LISTVIEW*)pNMHDR;
(*pResult) = 0;
//
// Delete the transition pointer
//
TransitionDataClass *transition = (TransitionDataClass *)m_ListCtrl.GetItemData (pNMListView->iItem);
if (transition != NULL) {
SAFE_DELETE (transition);
m_ListCtrl.SetItemData (pNMListView->iItem, NULL);
}
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnDeleteitemTransitionList
//
/////////////////////////////////////////////////////////////////////////////
void
PresetTransitionTabClass::OnDblclkTransitionList
(
NMHDR * pNMHDR,
LRESULT *pResult
)
{
(*pResult) = 0;
OnModifyButton ();
return ;
}