361 lines
9.8 KiB
C++
361 lines
9.8 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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// PositionPage.cpp : implementation file
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//
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#include "stdafx.h"
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#include "leveledit.h"
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#include "positionpage.h"
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#include "node.h"
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#include "utils.h"
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#include "sceneeditor.h"
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#include "mover.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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//
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// PositionPageClass
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//
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/////////////////////////////////////////////////////////////////////////////
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PositionPageClass::PositionPageClass (void)
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: m_pNode (NULL),
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m_bInclueRotation (false),
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DockableFormClass (PositionPageClass::IDD)
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{
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// PositionPageClass
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//
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/////////////////////////////////////////////////////////////////////////////
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PositionPageClass::PositionPageClass (NodeClass *node)
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: m_pNode (node),
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m_bInclueRotation (false),
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DockableFormClass (PositionPageClass::IDD)
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{
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//{{AFX_DATA_INIT(PositionPageClass)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// ~PositionPageClass
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//
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/////////////////////////////////////////////////////////////////////////////
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PositionPageClass::~PositionPageClass (void)
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{
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// DoDataExchange
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PositionPageClass::DoDataExchange (CDataExchange* pDX)
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{
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DockableFormClass::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(PositionPageClass)
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// NOTE: the ClassWizard will add DDX and DDV calls here
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//}}AFX_DATA_MAP
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return ;
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}
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BEGIN_MESSAGE_MAP(PositionPageClass, DockableFormClass)
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//{{AFX_MSG_MAP(PositionPageClass)
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ON_NOTIFY(UDN_DELTAPOS, IDC_XPOS_SPIN, OnDeltaPosXPosSpin)
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ON_NOTIFY(UDN_DELTAPOS, IDC_XROT_SPIN, OnDeltaPosXRotSpin)
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ON_NOTIFY(UDN_DELTAPOS, IDC_YPOS_SPIN, OnDeltaPosYPosSpin)
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ON_NOTIFY(UDN_DELTAPOS, IDC_YROT_SPIN, OnDeltaPosYRotSpin)
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ON_NOTIFY(UDN_DELTAPOS, IDC_ZPOS_SPIN, OnDeltaPosZPosSpin)
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ON_NOTIFY(UDN_DELTAPOS, IDC_ZROT_SPIN, OnDeltaPosZRotSpin)
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ON_EN_CHANGE(IDC_ZROT_EDIT, OnChangeZRotEdit)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// PositionPageClass diagnostics
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#ifdef _DEBUG
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void PositionPageClass::AssertValid() const
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{
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DockableFormClass::AssertValid();
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}
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void PositionPageClass::Dump(CDumpContext& dc) const
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{
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DockableFormClass::Dump(dc);
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}
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#endif //_DEBUG
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/////////////////////////////////////////////////////////////////////////////
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//
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// HandleInitDialog
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PositionPageClass::HandleInitDialog (void)
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{
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ASSERT (m_pNode != NULL);
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// Get the node's position
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Matrix3D transform = m_pNode->Get_Transform ();
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Vector3 translation = transform.Get_Translation ();
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// Fill the position controls
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::SetDlgItemFloat (m_hWnd, IDC_XPOS_EDIT, translation.X);
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::SetDlgItemFloat (m_hWnd, IDC_YPOS_EDIT, translation.Y);
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::SetDlgItemFloat (m_hWnd, IDC_ZPOS_EDIT, translation.Z);
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// Fill the rotation controls
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::SetDlgItemFloat (m_hWnd, IDC_XROT_EDIT, RAD_TO_DEG (transform.Get_X_Rotation ()));
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::SetDlgItemFloat (m_hWnd, IDC_YROT_EDIT, RAD_TO_DEG (transform.Get_Y_Rotation ()));
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::SetDlgItemFloat (m_hWnd, IDC_ZROT_EDIT, RAD_TO_DEG (transform.Get_Z_Rotation ()));
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// Enable/disable the 'restrict rotation' checkbox, and set its check state
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_RESTRICT_CHECK), m_pNode->Can_Be_Rotated_Freely ());
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SendDlgItemMessage (IDC_RESTRICT_CHECK, BM_SETCHECK, (WPARAM)m_pNode->Is_Rotation_Restricted ());
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// Set the ranges for the spin controls
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SendDlgItemMessage (IDC_XPOS_SPIN, UDM_SETRANGE, (WPARAM)0, MAKELPARAM (UD_MAXVAL, UD_MINVAL));
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SendDlgItemMessage (IDC_YPOS_SPIN, UDM_SETRANGE, (WPARAM)0, MAKELPARAM (UD_MAXVAL, UD_MINVAL));
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SendDlgItemMessage (IDC_ZPOS_SPIN, UDM_SETRANGE, (WPARAM)0, MAKELPARAM (UD_MAXVAL, UD_MINVAL));
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SendDlgItemMessage (IDC_ZROT_SPIN, UDM_SETRANGE, (WPARAM)0, MAKELPARAM (UD_MAXVAL, UD_MINVAL));
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// Assume we aren't messing with the rotation
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m_bInclueRotation = false;
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// Apply_Changes
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//
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/////////////////////////////////////////////////////////////////////////////
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bool
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PositionPageClass::Apply_Changes (void)
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{
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Matrix3D transform (1);
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Vector3 translation (0, 0, 0);
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// Get the rotation angle
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if (m_bInclueRotation) {
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float zrot = ::GetDlgItemFloat (m_hWnd, IDC_ZROT_EDIT);
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transform.Rotate_Z (DEG_TO_RAD (zrot));
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} else {
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transform = m_pNode->Get_Transform ();
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}
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// Pass the translation onto the transform
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translation.X = ::GetDlgItemFloat (m_hWnd, IDC_XPOS_EDIT);
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translation.Y = ::GetDlgItemFloat (m_hWnd, IDC_YPOS_EDIT);
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translation.Z = ::GetDlgItemFloat (m_hWnd, IDC_ZPOS_EDIT);
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transform.Set_Translation (translation);
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// Pass the newly constructed transform directly to the node
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MoverClass::Transform_Node (m_pNode, transform);
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// Pass the rotation restriction onto the node (if necessary)
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if (m_pNode->Can_Be_Rotated_Freely ()) {
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m_pNode->Restrict_Rotation (bool(SendDlgItemMessage (IDC_RESTRICT_CHECK, BM_GETCHECK) == 1));
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}
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// Return true to allow the dialog to close
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return true;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnDeltaPosXPosSpin
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PositionPageClass::OnDeltaPosXPosSpin
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(
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NMHDR* pNMHDR,
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LRESULT* pResult
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)
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{
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NM_UPDOWN* pNMUpDown = (NM_UPDOWN*)pNMHDR;
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// Get the current value, increment it, and put it back into the control
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float xpos = ::GetDlgItemFloat (m_hWnd, IDC_XPOS_EDIT);
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xpos += (((float)pNMUpDown->iDelta) / 100.0F);
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::SetDlgItemFloat (m_hWnd, IDC_XPOS_EDIT, xpos);
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(*pResult) = 0;
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnDeltaPosXRotSpin
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PositionPageClass::OnDeltaPosXRotSpin
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(
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NMHDR* pNMHDR,
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LRESULT* pResult
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)
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{
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NM_UPDOWN* pNMUpDown = (NM_UPDOWN*)pNMHDR;
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// Get the current value, increment it, and put it back into the control
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float xrot = ::GetDlgItemFloat (m_hWnd, IDC_XROT_EDIT);
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xrot += (((float)pNMUpDown->iDelta) / 100.0F);
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::SetDlgItemFloat (m_hWnd, IDC_XROT_EDIT, xrot);
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(*pResult) = 0;
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnDeltaPosYPosSpin
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PositionPageClass::OnDeltaPosYPosSpin
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(
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NMHDR* pNMHDR,
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LRESULT* pResult
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)
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{
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NM_UPDOWN* pNMUpDown = (NM_UPDOWN*)pNMHDR;
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// Get the current value, increment it, and put it back into the control
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float ypos = ::GetDlgItemFloat (m_hWnd, IDC_YPOS_EDIT);
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ypos += (((float)pNMUpDown->iDelta) / 100.0F);
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::SetDlgItemFloat (m_hWnd, IDC_YPOS_EDIT, ypos);
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(*pResult) = 0;
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnDeltaPosYRotSpin
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PositionPageClass::OnDeltaPosYRotSpin
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(
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NMHDR* pNMHDR,
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LRESULT* pResult
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)
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{
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NM_UPDOWN* pNMUpDown = (NM_UPDOWN*)pNMHDR;
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// Get the current value, increment it, and put it back into the control
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float yrot = ::GetDlgItemFloat (m_hWnd, IDC_YROT_EDIT);
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yrot += (((float)pNMUpDown->iDelta) / 100.0F);
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::SetDlgItemFloat (m_hWnd, IDC_YROT_EDIT, yrot);
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(*pResult) = 0;
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnDeltaPosZPosSpin
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PositionPageClass::OnDeltaPosZPosSpin
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(
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NMHDR* pNMHDR,
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LRESULT* pResult
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)
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{
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NM_UPDOWN* pNMUpDown = (NM_UPDOWN*)pNMHDR;
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// Get the current value, increment it, and put it back into the control
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float zpos = ::GetDlgItemFloat (m_hWnd, IDC_ZPOS_EDIT);
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zpos += (((float)pNMUpDown->iDelta) / 100.0F);
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::SetDlgItemFloat (m_hWnd, IDC_ZPOS_EDIT, zpos);
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(*pResult) = 0;
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnDeltaPosZRotSpin
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PositionPageClass::OnDeltaPosZRotSpin
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(
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NMHDR* pNMHDR,
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LRESULT* pResult
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)
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{
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NM_UPDOWN* pNMUpDown = (NM_UPDOWN*)pNMHDR;
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// Get the current value, increment it, and put it back into the control
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float zrot = ::GetDlgItemFloat (m_hWnd, IDC_ZROT_EDIT);
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zrot += (((float)pNMUpDown->iDelta) / 100.0F);
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::SetDlgItemFloat (m_hWnd, IDC_ZROT_EDIT, zrot);
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// Modify the transform's rotation on exit
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m_bInclueRotation = true;
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(*pResult) = 0;
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnChangeZRotEdit
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PositionPageClass::OnChangeZRotEdit (void)
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{
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// Modify the transform's rotation on exit
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m_bInclueRotation = true;
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return ;
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}
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