102 lines
3.6 KiB
C++
102 lines
3.6 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/**********************************************************************
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*<
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FILE: FPMatNav.cpp
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DESCRIPTION: Function published access for material navigator messages
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CREATED BY: Michael Russo
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HISTORY: 02-08-2002 Created
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*> Copyright (c) 2000, All Rights Reserved.
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**********************************************************************/
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#if defined W3D_GMAXDEV
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#include "Max.h"
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#include "GMaxMtlDlg.h"
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#include "GameMtlForm.h"
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#include "GameMtl.h"
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#include "resource.h"
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extern GMaxMtlDlg * GMaxMaterialDialog;
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extern GameMtlActionCB* Game_Mtl_ActionCB;
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//============================================================================================
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FPMatNav fpMatNav(FPMATNAV_INTERFACE, _T("MaterialNavNotify"), 0, NULL, FP_CORE,
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IFPMatNav::idLaunch, _T("Launch"), 0, TYPE_VOID, 0, 0,
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IFPMatNav::idSetMultiMaterialTabBySlot, _T("SetMultiMaterialTabBySlot"), 0, TYPE_VOID, 0, 3,
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_T("slot"), 0, TYPE_INT,
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_T("SubMtlTexIndex"), 0, TYPE_INT,
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_T("Element"), 0, TYPE_INT,
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IFPMatNav::idSetMaterialTabBySlot, _T("SetMaterialTabBySlot"), 0, TYPE_VOID, 0, 2,
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_T("slot"), 0, TYPE_INT,
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_T("Element"), 0, TYPE_INT,
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IFPMatNav::idSetMultiMaterialBySlot, _T("SetMultiMaterialBySlot"), 0, TYPE_VOID, 0, 2,
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_T("slot"), 0, TYPE_INT,
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_T("Element"), 0, TYPE_INT,
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IFPMatNav::idSetMaterialBySlot, _T("SetMaterialBySlot"), 0, TYPE_VOID, 0, 1,
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_T("slot"), 0, TYPE_INT,
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end
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);
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IFPMatNav *FPMatNav::m_pIFPMatNavCallback = NULL;
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//============================================================================================
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void FPMatNav::Launch(){
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if( m_pIFPMatNavCallback ) {
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m_pIFPMatNavCallback->Launch();
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}
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}
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//============================================================================================
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void FPMatNav::SetMultiMaterialTabBySlot( int iSlot, int iSubMtlTexIndex, int iElement ){
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if( m_pIFPMatNavCallback ) {
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m_pIFPMatNavCallback->SetMultiMaterialTabBySlot(iSlot, iSubMtlTexIndex, iElement);
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}
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}
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//============================================================================================
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void FPMatNav::SetMaterialTabBySlot( int iSlot, int iElement ){
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if( m_pIFPMatNavCallback ) {
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m_pIFPMatNavCallback->SetMaterialTabBySlot(iSlot, iElement);
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}
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}
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//============================================================================================
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void FPMatNav::SetMultiMaterialBySlot( int iSlot, int iIndex ){
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if( m_pIFPMatNavCallback ) {
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m_pIFPMatNavCallback->SetMultiMaterialBySlot(iSlot, iIndex);
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}
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}
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//============================================================================================
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void FPMatNav::SetMaterialBySlot(int iSlot ){
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if( m_pIFPMatNavCallback ) {
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m_pIFPMatNavCallback->SetMaterialBySlot(iSlot);
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}else{
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if(NULL == GMaxMaterialDialog){
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Game_Mtl_ActionCB->ExecuteAction(IDA_GAMEMTL_DODLG);
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}
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//Retry
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if( NULL != GMaxMaterialDialog && m_pIFPMatNavCallback ) {
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m_pIFPMatNavCallback->SetMaterialBySlot(iSlot);
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}
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}
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}
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#endif
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