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CnC_Renegade/Code/Tools/LevelEdit/DummyObjectNode.h

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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/>.
*/
/***********************************************************************************************
*** 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/DummyObjectNode.h $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 5/02/00 5:56p $*
* *
* $Revision:: 4 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef __DUMMY_OBJECT_NODE_H
#define __DUMMY_OBJECT_NODE_H
#include "node.h"
#include "icons.h"
#include "decophys.h"
// Forward declarations
class PresetClass;
////////////////////////////////////////////////////////////////////////////
//
// DummyObjectNodeClass
//
////////////////////////////////////////////////////////////////////////////
class DummyObjectNodeClass : public NodeClass
{
public:
//////////////////////////////////////////////////////////////////
// Public constructors/destructors
//////////////////////////////////////////////////////////////////
DummyObjectNodeClass (PresetClass *preset = NULL);
DummyObjectNodeClass (const DummyObjectNodeClass &src);
~DummyObjectNodeClass (void);
//////////////////////////////////////////////////////////////
// Public operators
//////////////////////////////////////////////////////////////
const DummyObjectNodeClass &operator= (const DummyObjectNodeClass &src);
//////////////////////////////////////////////////////////////////
// Public methods
//////////////////////////////////////////////////////////////////
//
// From PersistClass
//
virtual const PersistFactoryClass & Get_Factory (void) const;
//
// From NodeClass
//
NodeClass * Clone (void) { return new DummyObjectNodeClass (*this); }
void Initialize (void);
NODE_TYPE Get_Type (void) const { return NODE_TYPE_DUMMY_OBJECT; }
int Get_Icon_Index (void) const { return OBJECT_ICON; }
PhysClass * Peek_Physics_Obj (void) const;
bool Is_Static (void) const { return false; }
void Add_To_Scene (void);
void Remove_From_Scene (void);
void Handle_Emitter_Transform (void);
//
// Notifications
//
void On_Rotate (void);
void On_Translate (void);
void On_Transform (void);
//
// Export methods
//
void Pre_Export (void);
void Post_Export (void);
protected:
//////////////////////////////////////////////////////////////////
// Protected methods
//////////////////////////////////////////////////////////////////
private:
//////////////////////////////////////////////////////////////////
// Private member data
//////////////////////////////////////////////////////////////////
DecorationPhysClass * m_DisplayObj;
DecorationPhysClass * m_RealObj;
};
//////////////////////////////////////////////////////////////////
// Peek_Physics_Obj
//////////////////////////////////////////////////////////////////
inline PhysClass *
DummyObjectNodeClass::Peek_Physics_Obj (void) const
{
return m_DisplayObj;
}
//////////////////////////////////////////////////////////////////
// On_Rotate
//////////////////////////////////////////////////////////////////
inline void
DummyObjectNodeClass::On_Rotate (void)
{
if (m_RealObj != NULL) {
m_RealObj->Set_Transform (m_Transform);
Handle_Emitter_Transform ();
}
NodeClass::On_Rotate ();
return ;
}
//////////////////////////////////////////////////////////////////
// On_Translate
//////////////////////////////////////////////////////////////////
inline void
DummyObjectNodeClass::On_Translate (void)
{
if (m_RealObj != NULL) {
m_RealObj->Set_Transform (m_Transform);
Handle_Emitter_Transform ();
}
NodeClass::On_Translate ();
return ;
}
//////////////////////////////////////////////////////////////////
// On_Transform
//////////////////////////////////////////////////////////////////
inline void
DummyObjectNodeClass::On_Transform (void)
{
if (m_RealObj != NULL) {
m_RealObj->Set_Transform (m_Transform);
Handle_Emitter_Transform ();
}
NodeClass::On_Transform ();
return ;
}
#endif //__DUMMY_OBJECT_NODE_H