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CnC_Renegade/Code/Tools/LevelEdit/WeatherPropPage.cpp

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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/>.
*/
// WeatherPropPage.cpp : implementation file
//
#include "stdafx.h"
#include "weatherproppage.h"
#include "backgroundmgr.h"
#include "leveledit.h"
#include "sceneeditor.h"
#include "phys.h"
#include "utils.h"
#include "weathermgr.h"
#include "colorpickerdialogclass.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
// Defines.
#define SLIDER_RESOLUTION 100
#define SPINNER_RESOLUTION 100
/////////////////////////////////////////////////////////////////////////////
// WeatherPropPageClass property page
IMPLEMENT_DYNCREATE(WeatherPropPageClass, CPropertyPage)
WeatherPropPageClass::WeatherPropPageClass() : CPropertyPage(WeatherPropPageClass::IDD)
{
//{{AFX_DATA_INIT(WeatherPropPageClass)
//}}AFX_DATA_INIT
}
WeatherPropPageClass::~WeatherPropPageClass()
{
}
void WeatherPropPageClass::DoDataExchange(CDataExchange* pDX)
{
CPropertyPage::DoDataExchange(pDX);
//{{AFX_DATA_MAP(WeatherPropPageClass)
DDX_Control(pDX, IDC_WIND_VARIABILITY, WindVariabilitySlider);
DDX_Control(pDX, IDC_WIND_HEADING, WindHeadingSlider);
DDX_Control(pDX, IDC_WIND_SPEED_SPIN, WindSpeedSpin);
DDX_Control(pDX, IDC_PRECIPITATION_DENSITY_SPIN, PrecipitationDensitySpin);
DDX_Control(pDX, IDC_LIGHTNING_DISTRIBUTION, LightningDistributionSlider);
DDX_Control(pDX, IDC_LIGHTNING_END_DISTANCE, LightningEndDistanceSlider);
DDX_Control(pDX, IDC_LIGHTNING_HEADING, LightningHeadingSlider);
DDX_Control(pDX, IDC_LIGHTNING_START_DISTANCE, LightningStartDistanceSlider);
DDX_Control(pDX, IDC_LIGHTNING_INTENSITY, LightningIntensitySlider);
DDX_Control(pDX, IDC_FOG_START_SPIN, FogStartSpin);
DDX_Control(pDX, IDC_FOG_END_SPIN, FogEndSpin);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(WeatherPropPageClass, CPropertyPage)
//{{AFX_MSG_MAP(WeatherPropPageClass)
ON_BN_CLICKED(IDC_FOG_CHECK, OnFogCheck)
ON_BN_CLICKED(IDC_FOG_COLOR, OnFogColor)
ON_WM_DRAWITEM()
ON_WM_HSCROLL()
ON_BN_CLICKED(IDC_PRECIPITATION_NONE, OnPrecipitationNone)
ON_BN_CLICKED(IDC_PRECIPITATION_RAIN, OnPrecipitationRain)
ON_BN_CLICKED(IDC_PRECIPITATION_SNOW, OnPrecipitationSnow)
ON_BN_CLICKED(IDC_PRECIPITATION_ASH, OnPrecipitationAsh)
ON_BN_CLICKED(IDC_LIGHTNING_NONE, OnLightningNone)
ON_BN_CLICKED(IDC_LIGHTNING_LIGHTNING, OnLightningLightning)
ON_BN_CLICKED(IDC_LIGHTNING_WAR_BLITZ, OnLightningWarBlitz)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// WeatherPropPageClass message handlers
BOOL WeatherPropPageClass::OnInitDialog()
{
const int fogstartmax = 1000;
const int fogendmax = 5000;
const int precipitationdensitymax = 100;
const int windspeedmax = 100;
float fogstart, fogend;
float lightningintensity, lightningstartdistance, lightningenddistance, lightningheading, lightningdistribution;
float windheading, windspeed, windvariability;
float precipitationdensity;
CPropertyPage::OnInitDialog();
Make_Edit_Float_Ctrl (PrecipitationDensitySpin.GetBuddy()->m_hWnd);
Make_Edit_Float_Ctrl (WindSpeedSpin.GetBuddy()->m_hWnd);
// Load the fog settings into the dialog controls.
// CheckDlgButton (IDC_FOG_CHECK, ::Get_Scene_Editor()->Get_Fog_Enable());
CheckDlgButton (IDC_FOG_CHECK, WeatherMgrClass::Get_Fog_Enable());
OnFogCheck();
FogColor = ::Get_Scene_Editor()->Get_Fog_Color();
// ::Get_Scene_Editor ()->Get_Fog_Range (&fogstart, &fogend);
WeatherMgrClass::Get_Fog_Range (fogstart, fogend);
FogStartSpin.SetRange (0, fogstartmax);
FogEndSpin.SetRange (0, fogendmax);
FogStartSpin.SetPos (fogstart);
FogEndSpin.SetPos (fogend);
// Load the lightning/war-blitz settings into the dialog controls.
BackgroundMgrClass::Get_Lightning (lightningintensity, lightningstartdistance, lightningenddistance, lightningheading, lightningdistribution);
if (lightningintensity > 0.0f) {
OnLightningLightning();
} else {
BackgroundMgrClass::Get_War_Blitz (lightningintensity, lightningstartdistance, lightningenddistance, lightningheading, lightningdistribution);
if (lightningintensity > 0.0f) {
OnLightningWarBlitz();
} else {
OnLightningNone();
}
}
LightningIntensitySlider.SetRange (0, SLIDER_RESOLUTION);
LightningIntensitySlider.SetPos (WWMath::Float_To_Long (lightningintensity * SLIDER_RESOLUTION));
LightningStartDistanceSlider.SetRange (0, SLIDER_RESOLUTION);
LightningStartDistanceSlider.SetPos (WWMath::Float_To_Long (lightningstartdistance * SLIDER_RESOLUTION));
LightningEndDistanceSlider.SetRange (0, SLIDER_RESOLUTION);
LightningEndDistanceSlider.SetPos (WWMath::Float_To_Long (lightningenddistance * SLIDER_RESOLUTION));
LightningHeadingSlider.SetRange (0, 359);
LightningHeadingSlider.SetPos (WWMath::Float_To_Long (lightningheading));
LightningDistributionSlider.SetRange (0, SLIDER_RESOLUTION);
LightningDistributionSlider.SetPos (WWMath::Float_To_Long (lightningdistribution * SLIDER_RESOLUTION));
Update_Lightning_Values();
// Load the precipitation settings into the dialog controls.
WeatherMgrClass::Get_Precipitation (WeatherMgrClass::PRECIPITATION_RAIN, precipitationdensity);
if (precipitationdensity > 0.0f) {
OnPrecipitationRain();
} else {
WeatherMgrClass::Get_Precipitation (WeatherMgrClass::PRECIPITATION_SNOW, precipitationdensity);
if (precipitationdensity > 0.0f) {
OnPrecipitationSnow();
} else {
WeatherMgrClass::Get_Precipitation (WeatherMgrClass::PRECIPITATION_ASH, precipitationdensity);
if (precipitationdensity > 0.0f) {
OnPrecipitationAsh();
} else {
OnPrecipitationNone();
}
}
}
PrecipitationDensitySpin.SetRange (0, precipitationdensitymax * SPINNER_RESOLUTION);
SetWindowFloat (PrecipitationDensitySpin.GetBuddy()->m_hWnd, precipitationdensity);
// Load the wind settings into the dialog controls.
WeatherMgrClass::Get_Wind (windheading, windspeed, windvariability);
WindHeadingSlider.SetRange (0, 359);
WindHeadingSlider.SetPos (WWMath::Float_To_Long (windheading));
WindSpeedSpin.SetRange (0, windspeedmax * SPINNER_RESOLUTION);
SetWindowFloat (WindSpeedSpin.GetBuddy()->m_hWnd, windspeed);
WindVariabilitySlider.SetRange (0, SLIDER_RESOLUTION);
WindVariabilitySlider.SetPos (WWMath::Float_To_Long (windvariability * SLIDER_RESOLUTION));
Update_Wind_Values();
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
void WeatherPropPageClass::OnFogCheck()
{
bool enabled = (IsDlgButtonChecked (IDC_FOG_CHECK) == 1);
// Enable/disable fog controls.
FogStartSpin.EnableWindow (enabled);
FogEndSpin.EnableWindow (enabled);
// Fog colors are now under programmatic control. Don't let the user edit this.
::EnableWindow (::GetDlgItem (m_hWnd, IDC_FOG_COLOR), false);
::EnableWindow (::GetDlgItem (m_hWnd, IDC_FOG_START_EDIT), enabled);
::EnableWindow (::GetDlgItem (m_hWnd, IDC_FOG_END_EDIT), enabled);
}
void WeatherPropPageClass::OnFogColor()
{
int red, green, blue;
red = MIN (UCHAR_MAX, FogColor.X * ((float) (UCHAR_MAX + 1)));
green = MIN (UCHAR_MAX, FogColor.Y * ((float) (UCHAR_MAX + 1)));
blue = MIN (UCHAR_MAX, FogColor.Z * ((float) (UCHAR_MAX + 1)));
if (::Show_Color_Picker (&red, &green, &blue)) {
const float ooucharmaxplusone = 1.0f / (UCHAR_MAX + 1);
FogColor.Set ((red + 0.5f) * ooucharmaxplusone, (green + 0.5f) * ooucharmaxplusone, (blue + 0.5f) * ooucharmaxplusone);
// Repaint the fog color button.
::InvalidateRect (::GetDlgItem (m_hWnd, IDC_FOG_COLOR), NULL, TRUE);
}
}
void WeatherPropPageClass::OnDrawItem (int nIDCtl, LPDRAWITEMSTRUCT lpDrawItemStruct)
{
Vector3 color;
UINT state = DFCS_BUTTONPUSH | DFCS_ADJUSTRECT;
CRect rect = lpDrawItemStruct->rcItem;
CDC dc;
int r, g, b;
color = FogColor;
// Determine what state to draw the button in (pushed or normal).
if (lpDrawItemStruct->itemState & ODS_SELECTED) {
state |= DFCS_PUSHED;
}
// Draw the button's outline.
::DrawFrameControl (lpDrawItemStruct->hDC, rect, DFC_BUTTON, state);
// Fill the button with the appropriate color.
dc.Attach (lpDrawItemStruct->hDC);
r = MIN (UCHAR_MAX, FogColor.X * ((float) (UCHAR_MAX + 1)));
g = MIN (UCHAR_MAX, FogColor.Y * ((float) (UCHAR_MAX + 1)));
b = MIN (UCHAR_MAX, FogColor.Z * ((float) (UCHAR_MAX + 1)));
dc.FillSolidRect (&rect, RGB (r, g, b));
dc.Detach();
// Draw the focus rectangle (if necessary).
if (lpDrawItemStruct->itemState & ODS_FOCUS) {
::DrawFocusRect (lpDrawItemStruct->hDC, &rect);
}
CPropertyPage::OnDrawItem (nIDCtl, lpDrawItemStruct);
}
void WeatherPropPageClass::OnLightningNone()
{
CheckDlgButton (IDC_LIGHTNING_NONE, 1);
CheckDlgButton (IDC_LIGHTNING_LIGHTNING, 0);
CheckDlgButton (IDC_LIGHTNING_WAR_BLITZ, 0);
Enable_Lightning_Controls (false);
}
void WeatherPropPageClass::OnLightningLightning()
{
CheckDlgButton (IDC_LIGHTNING_NONE, 0);
CheckDlgButton (IDC_LIGHTNING_LIGHTNING, 1);
CheckDlgButton (IDC_LIGHTNING_WAR_BLITZ, 0);
Enable_Lightning_Controls (true);
}
void WeatherPropPageClass::OnLightningWarBlitz()
{
CheckDlgButton (IDC_LIGHTNING_NONE, 0);
CheckDlgButton (IDC_LIGHTNING_LIGHTNING, 0);
CheckDlgButton (IDC_LIGHTNING_WAR_BLITZ, 1);
Enable_Lightning_Controls (true);
}
void WeatherPropPageClass::Enable_Lightning_Controls (bool enable)
{
::EnableWindow (::GetDlgItem (m_hWnd, IDC_LIGHTNING_INTENSITY), enable);
::EnableWindow (::GetDlgItem (m_hWnd, IDC_LIGHTNING_INTENSITY_VALUE), enable);
::EnableWindow (::GetDlgItem (m_hWnd, IDC_LIGHTNING_START_DISTANCE), enable);
::EnableWindow (::GetDlgItem (m_hWnd, IDC_LIGHTNING_START_DISTANCE_VALUE), enable);
::EnableWindow (::GetDlgItem (m_hWnd, IDC_LIGHTNING_END_DISTANCE), enable);
::EnableWindow (::GetDlgItem (m_hWnd, IDC_LIGHTNING_END_DISTANCE_VALUE), enable);
::EnableWindow (::GetDlgItem (m_hWnd, IDC_LIGHTNING_HEADING), enable);
::EnableWindow (::GetDlgItem (m_hWnd, IDC_LIGHTNING_HEADING_VALUE), enable);
::EnableWindow (::GetDlgItem (m_hWnd, IDC_LIGHTNING_DISTRIBUTION), enable);
::EnableWindow (::GetDlgItem (m_hWnd, IDC_LIGHTNING_DISTRIBUTION_VALUE), enable);
}
void WeatherPropPageClass::OnPrecipitationNone()
{
CheckDlgButton (IDC_PRECIPITATION_NONE, 1);
CheckDlgButton (IDC_PRECIPITATION_RAIN, 0);
CheckDlgButton (IDC_PRECIPITATION_SNOW, 0);
CheckDlgButton (IDC_PRECIPITATION_ASH, 0);
::EnableWindow (::GetDlgItem (m_hWnd, IDC_PRECIPITATION_DENSITY_EDIT), false);
}
void WeatherPropPageClass::OnPrecipitationRain()
{
CheckDlgButton (IDC_PRECIPITATION_NONE, 0);
CheckDlgButton (IDC_PRECIPITATION_RAIN, 1);
CheckDlgButton (IDC_PRECIPITATION_SNOW, 0);
CheckDlgButton (IDC_PRECIPITATION_ASH, 0);
::EnableWindow (::GetDlgItem (m_hWnd, IDC_PRECIPITATION_DENSITY_EDIT), true);
}
void WeatherPropPageClass::OnPrecipitationSnow()
{
CheckDlgButton (IDC_PRECIPITATION_NONE, 0);
CheckDlgButton (IDC_PRECIPITATION_RAIN, 0);
CheckDlgButton (IDC_PRECIPITATION_SNOW, 1);
CheckDlgButton (IDC_PRECIPITATION_ASH, 0);
::EnableWindow (::GetDlgItem (m_hWnd, IDC_PRECIPITATION_DENSITY_EDIT), true);
}
void WeatherPropPageClass::OnPrecipitationAsh()
{
CheckDlgButton (IDC_PRECIPITATION_NONE, 0);
CheckDlgButton (IDC_PRECIPITATION_RAIN, 0);
CheckDlgButton (IDC_PRECIPITATION_SNOW, 0);
CheckDlgButton (IDC_PRECIPITATION_ASH, 1);
::EnableWindow (::GetDlgItem (m_hWnd, IDC_PRECIPITATION_DENSITY_EDIT), true);
}
void WeatherPropPageClass::OnHScroll (UINT sbcode, UINT pos, CScrollBar *scrollbar)
{
Update_Lightning_Values();
Update_Wind_Values();
CPropertyPage::OnHScroll (sbcode, pos, scrollbar);
}
void WeatherPropPageClass::Update_Lightning_Values()
{
const unsigned buffersize = 10;
const float oosliderresolution = 1.0f / SLIDER_RESOLUTION;
char buffer [buffersize];
buffer [buffersize - 1] = '\0';
_snprintf (buffer, buffersize - 1, "%.2f", LightningIntensitySlider.GetPos() * oosliderresolution);
GetDlgItem (IDC_LIGHTNING_INTENSITY_VALUE)->SetWindowText (buffer);
_snprintf (buffer, buffersize - 1, "%.2f", LightningStartDistanceSlider.GetPos() * oosliderresolution);
GetDlgItem (IDC_LIGHTNING_START_DISTANCE_VALUE)->SetWindowText (buffer);
_snprintf (buffer, buffersize - 1, "%.2f", LightningEndDistanceSlider.GetPos() * oosliderresolution);
GetDlgItem (IDC_LIGHTNING_END_DISTANCE_VALUE)->SetWindowText (buffer);
_snprintf (buffer, buffersize - 1, "%.2f", (float) LightningHeadingSlider.GetPos());
GetDlgItem (IDC_LIGHTNING_HEADING_VALUE)->SetWindowText (buffer);
_snprintf (buffer, buffersize - 1, "%.2f", LightningDistributionSlider.GetPos() * oosliderresolution);
GetDlgItem (IDC_LIGHTNING_DISTRIBUTION_VALUE)->SetWindowText (buffer);
}
void WeatherPropPageClass::Update_Wind_Values()
{
const unsigned buffersize = 10;
const float oosliderresolution = 1.0f / SLIDER_RESOLUTION;
char buffer [buffersize];
buffer [buffersize - 1] = '\0';
_snprintf (buffer, buffersize - 1, "%.2f", (float) WindHeadingSlider.GetPos());
GetDlgItem (IDC_WIND_HEADING_VALUE)->SetWindowText (buffer);
_snprintf (buffer, buffersize - 1, "%.2f", WindVariabilitySlider.GetPos() * oosliderresolution);
GetDlgItem (IDC_WIND_VARIABILITY_VALUE)->SetWindowText (buffer);
}
void WeatherPropPageClass::OnOK()
{
const float oosliderresolution = 1.0f / SLIDER_RESOLUTION;
float lightningintensity, lightningstartdistance, lightningenddistance, lightningheading, lightningdistribution;
float windheading, windspeed, windvariability;
float precipitationdensity;
// Configure fog system.
// ::Get_Scene_Editor()->Set_Fog_Enable (IsDlgButtonChecked (IDC_FOG_CHECK) == 1);
WeatherMgrClass::Set_Fog_Enable (IsDlgButtonChecked (IDC_FOG_CHECK) == 1);
::Get_Scene_Editor()->Set_Fog_Color (FogColor);
// ::Get_Scene_Editor()->Set_Fog_Range (FogStartSpin.GetPos(), FogEndSpin.GetPos());
WeatherMgrClass::Set_Fog_Range (FogStartSpin.GetPos(), FogEndSpin.GetPos());
// Configure lightning/war-blitz.
lightningintensity = LightningIntensitySlider.GetPos() * oosliderresolution;
lightningstartdistance = LightningStartDistanceSlider.GetPos() * oosliderresolution;
lightningenddistance = LightningEndDistanceSlider.GetPos() * oosliderresolution;
lightningheading = (float) LightningHeadingSlider.GetPos();
lightningdistribution = LightningDistributionSlider.GetPos() * oosliderresolution;
if (IsDlgButtonChecked (IDC_LIGHTNING_NONE) == 1) {
BackgroundMgrClass::Set_Lightning_Intensity (0.0f);
BackgroundMgrClass::Set_War_Blitz (0.0f);
} else {
if (IsDlgButtonChecked (IDC_LIGHTNING_LIGHTNING) == 1) {
BackgroundMgrClass::Set_Lightning (lightningintensity, lightningstartdistance, lightningenddistance, lightningheading, lightningdistribution);
BackgroundMgrClass::Set_War_Blitz (0.0f);
} else {
WWASSERT (IsDlgButtonChecked (IDC_LIGHTNING_WAR_BLITZ) == 1);
BackgroundMgrClass::Set_Lightning_Intensity (0.0f);
BackgroundMgrClass::Set_War_Blitz (lightningintensity, lightningstartdistance, lightningenddistance, lightningheading, lightningdistribution);
}
}
// Configure wind.
windheading = WindHeadingSlider.GetPos();
windspeed = GetWindowFloat (WindSpeedSpin.GetBuddy()->m_hWnd, true);
windvariability = WindVariabilitySlider.GetPos() * oosliderresolution;
WeatherMgrClass::Set_Wind (windheading, windspeed, windvariability);
// Configure precipitation.
precipitationdensity = GetWindowFloat (PrecipitationDensitySpin.GetBuddy()->m_hWnd, true);
if (IsDlgButtonChecked (IDC_PRECIPITATION_NONE) == 1) {
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_RAIN, 0.0f);
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_SNOW, 0.0f);
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_ASH, 0.0f);
} else {
if (IsDlgButtonChecked (IDC_PRECIPITATION_RAIN) == 1) {
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_RAIN, precipitationdensity);
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_SNOW, 0.0f);
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_ASH, 0.0f);
} else {
if (IsDlgButtonChecked (IDC_PRECIPITATION_SNOW) == 1) {
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_RAIN, 0.0f);
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_SNOW, precipitationdensity);
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_ASH, 0.0f);
} else {
WWASSERT (IsDlgButtonChecked (IDC_PRECIPITATION_ASH) == 1);
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_RAIN, 0.0f);
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_SNOW, 0.0f);
WeatherMgrClass::Set_Precipitation (WeatherMgrClass::PRECIPITATION_ASH, precipitationdensity);
}
}
}
CPropertyPage::OnOK();
}