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CnC_Renegade/Code/Tools/max2w3d/FPMatNav.cpp

102 lines
3.6 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/>.
*/
/**********************************************************************
*<
FILE: FPMatNav.cpp
DESCRIPTION: Function published access for material navigator messages
CREATED BY: Michael Russo
HISTORY: 02-08-2002 Created
*> Copyright (c) 2000, All Rights Reserved.
**********************************************************************/
#if defined W3D_GMAXDEV
#include "Max.h"
#include "GMaxMtlDlg.h"
#include "GameMtlForm.h"
#include "GameMtl.h"
#include "resource.h"
extern GMaxMtlDlg * GMaxMaterialDialog;
extern GameMtlActionCB* Game_Mtl_ActionCB;
//============================================================================================
FPMatNav fpMatNav(FPMATNAV_INTERFACE, _T("MaterialNavNotify"), 0, NULL, FP_CORE,
IFPMatNav::idLaunch, _T("Launch"), 0, TYPE_VOID, 0, 0,
IFPMatNav::idSetMultiMaterialTabBySlot, _T("SetMultiMaterialTabBySlot"), 0, TYPE_VOID, 0, 3,
_T("slot"), 0, TYPE_INT,
_T("SubMtlTexIndex"), 0, TYPE_INT,
_T("Element"), 0, TYPE_INT,
IFPMatNav::idSetMaterialTabBySlot, _T("SetMaterialTabBySlot"), 0, TYPE_VOID, 0, 2,
_T("slot"), 0, TYPE_INT,
_T("Element"), 0, TYPE_INT,
IFPMatNav::idSetMultiMaterialBySlot, _T("SetMultiMaterialBySlot"), 0, TYPE_VOID, 0, 2,
_T("slot"), 0, TYPE_INT,
_T("Element"), 0, TYPE_INT,
IFPMatNav::idSetMaterialBySlot, _T("SetMaterialBySlot"), 0, TYPE_VOID, 0, 1,
_T("slot"), 0, TYPE_INT,
end
);
IFPMatNav *FPMatNav::m_pIFPMatNavCallback = NULL;
//============================================================================================
void FPMatNav::Launch(){
if( m_pIFPMatNavCallback ) {
m_pIFPMatNavCallback->Launch();
}
}
//============================================================================================
void FPMatNav::SetMultiMaterialTabBySlot( int iSlot, int iSubMtlTexIndex, int iElement ){
if( m_pIFPMatNavCallback ) {
m_pIFPMatNavCallback->SetMultiMaterialTabBySlot(iSlot, iSubMtlTexIndex, iElement);
}
}
//============================================================================================
void FPMatNav::SetMaterialTabBySlot( int iSlot, int iElement ){
if( m_pIFPMatNavCallback ) {
m_pIFPMatNavCallback->SetMaterialTabBySlot(iSlot, iElement);
}
}
//============================================================================================
void FPMatNav::SetMultiMaterialBySlot( int iSlot, int iIndex ){
if( m_pIFPMatNavCallback ) {
m_pIFPMatNavCallback->SetMultiMaterialBySlot(iSlot, iIndex);
}
}
//============================================================================================
void FPMatNav::SetMaterialBySlot(int iSlot ){
if( m_pIFPMatNavCallback ) {
m_pIFPMatNavCallback->SetMaterialBySlot(iSlot);
}else{
if(NULL == GMaxMaterialDialog){
Game_Mtl_ActionCB->ExecuteAction(IDA_GAMEMTL_DODLG);
}
//Retry
if( NULL != GMaxMaterialDialog && m_pIFPMatNavCallback ) {
m_pIFPMatNavCallback->SetMaterialBySlot(iSlot);
}
}
}
#endif