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CnC_Renegade/Code/Tools/LevelEdit/SunlightDialog.cpp

316 lines
8.7 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/>.
*/
// SunlightDialog.cpp : implementation file
//
#include "stdafx.h"
#include "leveledit.h"
#include "SunlightDialog.h"
#include "Utils.H"
#include "Light.H"
#include "SceneEditor.H"
#include "Utils.h"
#include "colorpickerdialogclass.h"
#include "phys.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// SunlightDialogClass dialog
SunlightDialogClass::SunlightDialogClass(CWnd* pParent /*=NULL*/)
: m_pSunlight (NULL),
CDialog(SunlightDialogClass::IDD, pParent)
{
//{{AFX_DATA_INIT(SunlightDialogClass)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
}
SunlightDialogClass::~SunlightDialogClass (void)
{
MEMBER_RELEASE (m_pSunlight);
return ;
}
void SunlightDialogClass::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(SunlightDialogClass)
DDX_Control(pDX, IDC_YAW_SLIDER, m_YawSlider);
DDX_Control(pDX, IDC_PITCH_SLIDER, m_PitchSlider);
DDX_Control(pDX, IDC_INTENSITY_SLIDER, m_IntensitySlider);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(SunlightDialogClass, CDialog)
//{{AFX_MSG_MAP(SunlightDialogClass)
ON_WM_HSCROLL()
ON_BN_CLICKED(IDC_COLOR, OnColor)
ON_WM_DRAWITEM()
ON_EN_UPDATE(IDC_PITCH_EDIT, OnUpdatePitchEdit)
ON_EN_KILLFOCUS(IDC_PITCH_EDIT, OnKillfocusPitchEdit)
ON_EN_KILLFOCUS(IDC_YAW_EDIT, OnKillfocusYawEdit)
ON_EN_UPDATE(IDC_YAW_EDIT, OnUpdateYawEdit)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
//
// OnInitDialog
//
/////////////////////////////////////////////////////////////////////////////
BOOL
SunlightDialogClass::OnInitDialog (void)
{
// Allow the base class to process this message
CDialog::OnInitDialog ();
m_pSunlight = ::Get_Scene_Editor ()->Get_Sun_Light ();
ASSERT (m_pSunlight != NULL);
m_pSunlight->Get_Diffuse (&m_Color);
::Get_Scene_Editor ()->Get_Sun_Light_Orientation (&m_Yaw, &m_Pitch);
m_Intensity = m_pSunlight->Get_Intensity ();
m_Yaw = WWMath::Wrap (m_Yaw, 0, DEG_TO_RADF (360));
m_Pitch = WWMath::Wrap (m_Pitch, 0, DEG_TO_RADF (90));
m_YawSlider.SetRange (0, 360);
m_PitchSlider.SetRange (0, 90);
m_IntensitySlider.SetRange (0, 100);
m_YawSlider.SetPos ((int)(RAD_TO_DEG (m_Yaw) + 0.5F));
m_PitchSlider.SetPos ((int)(RAD_TO_DEG (m_Pitch) + 0.5F));
m_IntensitySlider.SetPos ((m_Intensity * 100));
::SetDlgItemFloat (m_hWnd, IDC_YAW_EDIT, (float)m_YawSlider.GetPos ());
::SetDlgItemFloat (m_hWnd, IDC_PITCH_EDIT, (float)m_PitchSlider.GetPos ());
return TRUE;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnHScroll
//
/////////////////////////////////////////////////////////////////////////////
void
SunlightDialogClass::OnHScroll
(
UINT nSBCode,
UINT nPos,
CScrollBar* pScrollBar
)
{
if (pScrollBar == GetDlgItem (IDC_YAW_SLIDER)) {
m_Yaw = DEG_TO_RAD ((float)m_YawSlider.GetPos ());
::Get_Scene_Editor ()->Set_Sun_Light_Orientation (m_Yaw, m_Pitch);
::Get_Scene_Editor ()->Update_Lighting ();
::SetDlgItemFloat (m_hWnd, IDC_YAW_EDIT, (float)m_YawSlider.GetPos ());
::Get_Scene_Editor ()->Update_Lighting ();
} else if (pScrollBar == GetDlgItem (IDC_PITCH_SLIDER)) {
m_Pitch = DEG_TO_RAD ((float)m_PitchSlider.GetPos ());
::Get_Scene_Editor ()->Set_Sun_Light_Orientation (m_Yaw, m_Pitch);
::Get_Scene_Editor ()->Update_Lighting ();
::SetDlgItemFloat (m_hWnd, IDC_PITCH_EDIT, (float)m_PitchSlider.GetPos ());
::Get_Scene_Editor ()->Update_Lighting ();
} else if (pScrollBar == GetDlgItem (IDC_INTENSITY_SLIDER)) {
int pos = m_IntensitySlider.GetPos ();
m_Intensity = ((float)pos) / 100.0F;
m_pSunlight->Set_Intensity (m_Intensity);
::Get_Scene_Editor ()->Update_Lighting ();
}
::Refresh_Main_View ();
// Allow the base class to process this message
CDialog::OnHScroll(nSBCode, nPos, pScrollBar);
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnColor
//
/////////////////////////////////////////////////////////////////////////////
void
SunlightDialogClass::OnColor (void)
{
int red = m_Color.X * 255;
int green = m_Color.Y * 255;
int blue = m_Color.Z * 255;
//
// Display a dialog to the user that will allow them to select a color
//
if (::Show_Color_Picker (&red, &green, &blue)) {
//
// Get the color from the picker and pass it onto the manager
//
m_Color.X = ((float)red) / 255.0F;
m_Color.Y = ((float)green) / 255.0F;
m_Color.Z = ((float)blue) / 255.0F;
m_pSunlight->Set_Diffuse (m_Color);
//
// Repaint the views
//
::InvalidateRect (::GetDlgItem (m_hWnd, IDC_BK_COLOR), NULL, TRUE);
::Get_Scene_Editor ()->Update_Lighting ();
::Refresh_Main_View ();
}
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnDrawItem
//
/////////////////////////////////////////////////////////////////////////////
void
SunlightDialogClass::OnDrawItem
(
int nIDCtl,
LPDRAWITEMSTRUCT lpDrawItemStruct
)
{
// 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(m_Color.X * 255), int(m_Color.Y * 255), int(m_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
CDialog::OnDrawItem(nIDCtl, lpDrawItemStruct);
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnUpdatePitchEdit
//
/////////////////////////////////////////////////////////////////////////////
void
SunlightDialogClass::OnUpdatePitchEdit (void)
{
float pitch_deg = ::GetDlgItemFloat (m_hWnd, IDC_PITCH_EDIT);
m_Pitch = DEG_TO_RAD (pitch_deg);
::Get_Scene_Editor ()->Set_Sun_Light_Orientation (m_Yaw, m_Pitch);
::Get_Scene_Editor ()->Update_Lighting ();
m_PitchSlider.SetPos ((int)pitch_deg);
::Refresh_Main_View ();
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnKillfocusPitchEdit
//
/////////////////////////////////////////////////////////////////////////////
void
SunlightDialogClass::OnKillfocusPitchEdit (void)
{
float pitch_deg = ::GetDlgItemFloat (m_hWnd, IDC_PITCH_EDIT);
if (pitch_deg > 90.0F) {
pitch_deg = 90.0F;
::SetDlgItemFloat (m_hWnd, IDC_PITCH_EDIT, pitch_deg);
m_Pitch = DEG_TO_RAD (pitch_deg);
::Get_Scene_Editor ()->Set_Sun_Light_Orientation (m_Yaw, m_Pitch);
::Get_Scene_Editor ()->Update_Lighting ();
::Refresh_Main_View ();
}
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnKillfocusYawEdit
//
/////////////////////////////////////////////////////////////////////////////
void
SunlightDialogClass::OnKillfocusYawEdit (void)
{
float yaw_deg = ::GetDlgItemFloat (m_hWnd, IDC_YAW_EDIT);
if (yaw_deg > 360.0F) {
yaw_deg = 360.0F;
::SetDlgItemFloat (m_hWnd, IDC_YAW_EDIT, yaw_deg);
m_Yaw = DEG_TO_RAD (yaw_deg);
::Get_Scene_Editor ()->Set_Sun_Light_Orientation (m_Yaw, m_Pitch);
::Get_Scene_Editor ()->Update_Lighting ();
::Refresh_Main_View ();
}
return ;
}
/////////////////////////////////////////////////////////////////////////////
//
// OnUpdateYawEdit
//
/////////////////////////////////////////////////////////////////////////////
void
SunlightDialogClass::OnUpdateYawEdit (void)
{
float yaw_deg = ::GetDlgItemFloat (m_hWnd, IDC_YAW_EDIT);
m_Yaw = DEG_TO_RAD (yaw_deg);
::Get_Scene_Editor ()->Set_Sun_Light_Orientation (m_Yaw, m_Pitch);
::Get_Scene_Editor ()->Update_Lighting ();
m_YawSlider.SetPos ((int)yaw_deg);
::Refresh_Main_View ();
return ;
}