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CnC_Renegade/Code/Tools/LevelEdit/PositionPage.cpp

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