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CnC_Renegade/Code/Tools/max2w3d/GMaxMtlDlg.h

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/*
** 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 : Max2W3d *
* *
* $Archive:: /Commando/Code/Tools/max2w3d/GMaxMtlDlg.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 3/19/02 4:18p $*
* *
* $Revision:: 9 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef GMAXMTLDLG_H
#define GMAXMTLDLG_H
#if defined W3D_GMAXDEV
class GameMtl;
class GameMtlPassDlg;
#include "imtledit.h"
#include "FPMatNav.h"
#include "Ref.h"
#include "Notify.h"
////////////////////////////////////////////////////////////////////////
// GMaxMtlDlg
//
// Dialog box interface in the material editor for GameMtl
// This is basically a cannibalized version of the Standard
// Max material's dialog.
//
////////////////////////////////////////////////////////////////////////
#define FPMATNAV_INTERFACE Interface_ID(0x60151ad4, 0x3b325af3)
class GMaxMtlDlg: public ParamDlg , public IFPMatNav //,public ReferenceMaker
{
public:
void DestroyDialog();
////////////////////////////////////////////////////////////////////////
// Methods
////////////////////////////////////////////////////////////////////////
GMaxMtlDlg(HWND hwMtlEdit, IMtlParams *imp, GameMtl *m);
~GMaxMtlDlg();
//============================================================================================
virtual void Launch(void);
virtual void SetMultiMaterialTabBySlot( int iSlot, int iSubMtlTexIndex, int iElement );
virtual void SetMaterialTabBySlot( int iSlot, int iElement );
virtual void SetMultiMaterialBySlot( int iSlot, int iIndex );
virtual void SetMaterialBySlot( int iSlot );
//============================================================================================
// From ParamDlg:
Class_ID ClassID(void);
void SetThing(ReferenceTarget *m);
ReferenceTarget* GetThing(void) { return (ReferenceTarget*)TheMtl; }
void DeleteThis() { delete this; }
void SetTime(TimeValue t);
void ReloadDialog(void);
void ActivateDlg(BOOL onOff);
void Invalidate(void);
void Update_Display(void) {GetCOREInterface()->ForceCompleteRedraw(TRUE);}
void Reset(GameMtl* mtl);
void Reinitialize(GameMtl* new_mtl, bool update_multimtl = true);
void SetMultimaterial(Mtl* mtl){Game_multi_mtl = mtl; Current_Submtl_Index = 0;}
void DoMaterialNavigator();
void DoGetMaterial();
void ApplyToSelection(GameMtl* mtl);
void DoNewMaterial();
void DeleteMtl();
void DeleteAllSceneMtl();
void AddToolTip(HWND hControl, UINT strID);
void LoadButtonBitmaps(HWND hDlg);
void DeleteNodeMaterial(INode* node, MtlBase* mtl);
void ShowHideControls();
void NextSibling();
void PreviousSibling();
void SetCurrentPage(int i){CurrentPage = i;}
bool HasMultiMtl(){return Game_multi_mtl != NULL;}
void SetMtl(GameMtl* mtl){TheMtl = mtl;}
GameMtl* GetMtl(){return TheMtl;}
bool IsVisible(){ return HwndEdit && IsWindowVisible(HwndEdit);}
GameMtl* ConvertStdMtl(Mtl* stdmtl);
////////////////////////////////////////////////////////////////////////
// Max interface pointer
////////////////////////////////////////////////////////////////////////
Interface* Ip;
protected:
void Build_Dialog(HWND hParent = NULL);
void Make_PropertySheet(HWND hParent);
void Make_Floater(HWND hParent);
Mtl* Game_multi_mtl;
HBITMAP HGetMtlBmp;
HBITMAP HBrowseMtlBmp;
HBITMAP HAssignMtlBmp;
HBITMAP HDeleteMtlBmp;
HBITMAP HNewMtlBmp;
HBITMAP HNextSiblingBmp;
HBITMAP HPreviousSiblingBmp;
int Current_Submtl_Index; //
bool DontShowMtlType; //
bool DontShowDeleteAll; //
int CurrentPage; //Which prop page is currently active
BOOL DisplacementMapProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
BOOL SurfaceTypeProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
BOOL PassCountProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
void Set_Pass_Count_Dialog(void);
enum { MAX_PASSES = 4 };
////////////////////////////////////////////////////////////////////////
// Windows handles
////////////////////////////////////////////////////////////////////////
HWND HwndEdit; // window handle of the materials editor dialog
HWND HwndPassCount; // Rollup pass count panel
HWND HwndSurfaceType; // Rollup surface type panel
HWND HwndDisplacementMap;
HPALETTE HpalOld;
GameMtlPassDlg * PassDialog[MAX_PASSES];
////////////////////////////////////////////////////////////////////////
// Material dialog interface
////////////////////////////////////////////////////////////////////////
IMtlParams * IParams; // interface to the material editor
GameMtl * TheMtl; // current mtl being edited.
////////////////////////////////////////////////////////////////////////
// Member variables
////////////////////////////////////////////////////////////////////////
TimeValue CurTime;
int IsActive;
friend BOOL CALLBACK DisplacementMapDlgProc(HWND, UINT, WPARAM,LPARAM);
friend BOOL CALLBACK SurfaceTypePanelDlgProc(HWND, UINT, WPARAM,LPARAM);
friend BOOL CALLBACK PassCountPanelDlgProc(HWND, UINT, WPARAM,LPARAM);
friend class GameMtl;
};
GameMtl* GetMtlFromSelection();
#endif
#endif