1473 lines
36 KiB
C++
1473 lines
36 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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// TransitionEditDialog.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 "leveleditview.h"
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#include "transitioneditdialog.h"
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#include "ww3d.h"
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#include "scene.h"
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#include "camera.h"
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#include "utils.h"
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#include "mmsystem.h"
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#include "matrix3d.h"
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#include "rendobj.h"
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#include "transition.h"
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#include "sphere.h"
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#include "box3d.h"
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#include "cameramgr.h"
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#include "filemgr.h"
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#include "filelocations.h"
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#include "hanim.h"
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#include "quat.h"
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#include "vector3.h"
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#include "obbox.h"
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#include "combatchunkid.h"
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#include "soldier.h"
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#include "editorbuild.h"
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#include "mixfiledatabase.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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// Local constants
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//
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/////////////////////////////////////////////////////////////////////////////
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const int TOOLBAR_HEIGHT = 36;
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const int TOOLBAR_V_SPACING = 5;
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const int TOOLBAR_V_BORDER = TOOLBAR_V_SPACING * 2;
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const int TOOLBAR_H_SPACING = 5;
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const int TOOLBAR_H_BORDER = TOOLBAR_H_SPACING * 2;
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/////////////////////////////////////////////////////////////////////////////
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//
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// Local prototypes
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//
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/////////////////////////////////////////////////////////////////////////////
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static void Trackball_Camera (HWND hwnd, CameraClass &camera, const Vector3 ¢er, POINT point, POINT last_point);
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/////////////////////////////////////////////////////////////////////////////
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//
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// TransitionEditDialogClass
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//
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/////////////////////////////////////////////////////////////////////////////
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TransitionEditDialogClass::TransitionEditDialogClass(CWnd* pParent /*=NULL*/)
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: m_LookAtDist (0),
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m_Camera (NULL),
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m_Scene (NULL),
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m_RenderObj (NULL),
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m_Transition (NULL),
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m_Zone (NULL),
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m_CharacterObj (NULL),
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m_Animation (NULL),
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m_SwapChain (NULL),
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m_TimerID (0),
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m_CurrFrame (0),
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m_LastAnimUpdate (0),
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m_IsEditingZone (true),
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m_IsEditingChar (true),
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m_IsAnimating (false),
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m_IsSizingZone (false),
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m_IsRotatingChar (false),
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CDialog(TransitionEditDialogClass::IDD, pParent)
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{
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//{{AFX_DATA_INIT(TransitionEditDialogClass)
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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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// DoDataExchange
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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TransitionEditDialogClass::DoDataExchange (CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(TransitionEditDialogClass)
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DDX_Control(pDX, IDC_EDIT_ZONE, m_MoveZoneCheck);
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DDX_Control(pDX, IDC_EDIT_CHAR, m_MoveCharCheck);
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DDX_Control(pDX, IDC_SIZE_ZONE, m_SizeZoneCheck);
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DDX_Control(pDX, IDC_ROTATE_CHAR, m_RotateCharCheck);
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DDX_Control(pDX, IDC_ANIMATION_LIST, m_AnimationList);
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DDX_Control(pDX, IDC_TRIGGER_LIST, m_TriggerList);
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//}}AFX_DATA_MAP
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return ;
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}
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BEGIN_MESSAGE_MAP(TransitionEditDialogClass, CDialog)
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//{{AFX_MSG_MAP(TransitionEditDialogClass)
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ON_WM_DESTROY()
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ON_BN_CLICKED(IDC_TOP, OnTop)
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ON_BN_CLICKED(IDC_FRONT, OnFront)
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ON_BN_CLICKED(IDC_LEFT, OnLeft)
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ON_BN_CLICKED(IDC_RIGHT, OnRight)
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ON_BN_CLICKED(IDC_EDIT_CHAR, OnEditChar)
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ON_BN_CLICKED(IDC_EDIT_ZONE, OnEditZone)
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ON_CBN_SELCHANGE(IDC_ANIMATION_LIST, OnSelChangeAnimationList)
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ON_COMMAND(IDM_ANI_BACK_FRAME, OnAniBackFrame)
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ON_COMMAND(IDM_ANI_FIRST_FRAME, OnAniFirstFrame)
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ON_COMMAND(IDM_ANI_FWD_FRAME, OnAniFwdFrame)
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ON_COMMAND(IDM_ANI_LAST_FRAME, OnAniLastFrame)
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ON_COMMAND(IDM_ANI_PAUSE, OnAniPause)
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ON_COMMAND(IDM_ANI_PLAY, OnAniPlay)
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ON_COMMAND(IDM_ANI_STOP, OnAniStop)
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ON_BN_CLICKED(IDC_SIZE_ZONE, OnSizeZone)
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ON_BN_CLICKED(IDC_ROTATE_CHAR, OnRotateChar)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnInitDialog
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//
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/////////////////////////////////////////////////////////////////////////////
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BOOL
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TransitionEditDialogClass::OnInitDialog (void)
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{
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CWaitCursor wait_cursor;
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CLevelEditView::Allow_Repaint (false);
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CDialog::OnInitDialog ();
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//
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// Subclass the 3D window for mouse-tracking
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//
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SetWindowLong (::GetDlgItem (m_hWnd, IDC_3D_WINDOW), GWL_WNDPROC, (LONG)fn3DWindow);
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::SetProp (::GetDlgItem (m_hWnd, IDC_3D_WINDOW), "TRANSITION_DIALOG", (HANDLE)this);
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//
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// Setup the toolbar
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//
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m_Toolbar.CreateEx (this, TBSTYLE_FLAT, WS_BORDER | WS_CHILD | WS_VISIBLE | CBRS_ALIGN_TOP, CRect(0, 0, 10, 10), 101);
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m_Toolbar.SetOwner (this);
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m_Toolbar.LoadToolBar (IDR_ANI_TOOLBAR);
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m_Toolbar.SetBarStyle (m_Toolbar.GetBarStyle () | CBRS_TOOLTIPS | CBRS_FLYBY);
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// Position the toolbar
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CRect rect;
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CSize size;
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m_Toolbar.GetToolBarCtrl ().GetMaxSize (&size);
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::GetWindowRect (::GetDlgItem (m_hWnd, IDC_TOOLBAR), &rect);
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ScreenToClient (&rect);
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m_Toolbar.SetWindowPos (NULL,
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rect.left + (rect.Width () >> 1) - (size.cx >> 1),
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rect.top + (rect.Height () >> 1) - (size.cy >> 1),
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rect.Width (),
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rect.Height (),
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SWP_SHOWWINDOW);
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//
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// Get the dimensions of the client area of the window we'll be rendering in
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//
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::GetClientRect (::GetDlgItem (m_hWnd, IDC_3D_WINDOW), &rect);
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int cx = rect.Width ();
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int cy = rect.Height ();
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//
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// Create a swap chain so we can render to this window as well
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//
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m_SwapChain = DX8Wrapper::Create_Additional_Swap_Chain (::GetDlgItem (m_hWnd, IDC_3D_WINDOW));
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//
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// Create the scene and camera we will use
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//
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m_Scene = new SimpleSceneClass;
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m_Camera = new CameraClass;
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m_Scene->Set_Ambient_Light (Vector3 (1, 1, 1));
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m_Camera->Set_Clip_Planes (0.1F, 400.0F);
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//
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// Configure the camera
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//
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double hfov = 0;
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double vfov = 0;
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if (cy > cx) {
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vfov = (float)DEG_TO_RAD(45.0f);
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hfov = (double)cx / (double)cy * vfov;
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} else {
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hfov = (float)DEG_TO_RAD(45.0f);
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vfov = (double)cy / (double)cx * hfov;
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}
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m_Camera->Set_View_Plane (hfov, vfov);
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//
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// Setup the scene
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//
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Load_Object ();
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Insert_Zone ();
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Fill_Trigger_List ();
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Fill_Animation_List ();
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Load_Animation ();
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//
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// Select the default UI
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//
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SendDlgItemMessage (IDC_TOP, BM_SETCHECK, (WPARAM)TRUE);
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SendDlgItemMessage (IDC_EDIT_ZONE, BM_SETCHECK, (WPARAM)TRUE);
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SendDlgItemMessage (IDC_EDIT_CHAR, BM_SETCHECK, (WPARAM)TRUE);
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OnTop ();
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OnEditZone ();
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OnEditChar ();
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Update_Status ();
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// Kick off a timer that we can use to update
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// the display (kinda like a game loop iterator)
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m_TimerID = ::timeSetEvent ( 50,
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50,
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fnUpdateTimer,
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(DWORD)m_hWnd,
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TIME_PERIODIC);
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return TRUE;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnOK
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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TransitionEditDialogClass::OnOK (void)
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{
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//
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// Create a matrix we can use to transform the zone and
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// character into 'relative' space.
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//
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Matrix3D obj_tm = m_RenderObj->Get_Transform ();
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Matrix3D obj_inv;
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obj_tm.Get_Orthogonal_Inverse (obj_inv);
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//
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// Pass the new animation name onto the transition object
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//
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CString name;
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m_AnimationList.GetWindowText (name);
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CString animation_name = CString ("S_A_HUMAN.") + name;
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m_Transition->Set_Animation_Name ((LPCTSTR)animation_name);
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//
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// Pass the trigger type onto the transition
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//
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m_Transition->Set_Type ((TransitionDataClass::StyleType)m_TriggerList.GetCurSel ());
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//
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// Pass the character's ending position onto the transition
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//
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Matrix3D ending_tm = m_CharacterObj->Get_Transform () * obj_inv;
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m_Transition->Set_Ending_TM (ending_tm);
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//
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// Transform the zone from world space coords to relative coords
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//
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OBBoxClass zone_box (m_Zone->Get_Transform ().Get_Translation (), m_Zone->Get_Dimensions () * 0.5F);
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OBBoxClass rel_zone;
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OBBoxClass::Transform (obj_inv, zone_box, &rel_zone);
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m_Transition->Set_Zone (rel_zone);
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CDialog::OnOK ();
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnDestroy
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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TransitionEditDialogClass::OnDestroy (void)
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{
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// Stop the timer
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if (m_TimerID != 0) {
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::timeKillEvent (m_TimerID);
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m_TimerID = 0;
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}
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//
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// Free our swap chain
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//
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if (m_SwapChain != NULL) {
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m_SwapChain->Release ();
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m_SwapChain = NULL;
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}
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CLevelEditView::Allow_Repaint (true);
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//
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// Destroy the scene/camera/render-obj
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//
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m_Scene->Remove_Render_Object (m_RenderObj);
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m_Scene->Remove_Render_Object (m_Zone);
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m_Scene->Remove_Render_Object (m_CharacterObj);
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MEMBER_RELEASE (m_Scene);
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MEMBER_RELEASE (m_Camera);
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MEMBER_RELEASE (m_RenderObj);
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MEMBER_RELEASE (m_CharacterObj);
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MEMBER_RELEASE (m_Zone);
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MEMBER_RELEASE (m_Animation);
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//
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// Free all the data we associated with the animation list
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//
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int count = m_AnimationList.GetCount ();
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for (int index = 0; index < count; index ++) {
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LPTSTR data = (LPTSTR)m_AnimationList.GetItemData (index);
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if (data != NULL) {
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::free (data);
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}
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}
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m_AnimationList.ResetContent ();
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CDialog::OnDestroy ();
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// Render_View
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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TransitionEditDialogClass::Render_View (void)
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{
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static render_lock = false;
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if (!render_lock) {
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render_lock = true;
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//
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// Move the camera if the user is pressing
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// the camera-control keys.
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//
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Handle_Keypress ();
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//
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// Pick the next animation frame
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//
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Update_Animation ();
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//
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// Configure the render target
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//
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DX8Wrapper::Set_Render_Target (m_SwapChain);
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//
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// Render the scene
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//
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WW3D::Begin_Render (true, true, Vector3 (0.4F, 0.4F, 0.4F));
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WW3D::Render (m_Scene, m_Camera, FALSE, FALSE);
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WW3D::End_Render ();
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//
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// Blit the frame to the client area of the window
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//
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m_SwapChain->Present (NULL, NULL, NULL, NULL);
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//
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// Restore the render target
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//
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DX8Wrapper::Set_Render_Target ((LPDIRECT3DSURFACE8)NULL);
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//
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// Cleanup
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//
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RemoveProp (m_hWnd, "WaitingToProcess");
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render_lock = false;
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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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// fnUpdateTimer
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//
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/////////////////////////////////////////////////////////////////////////////
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void CALLBACK
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TransitionEditDialogClass::fnUpdateTimer
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(
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UINT uID,
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UINT uMsg,
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DWORD user_data,
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DWORD dw1,
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DWORD dw2
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)
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{
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HWND hwnd = (HWND)user_data;
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if (hwnd != NULL) {
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if ((GetProp (hwnd, "WaitingToProcess") == NULL)) {
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SetProp (hwnd, "WaitingToProcess", (HANDLE)1);
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// Send the message to the view so it will be in the
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// same thread (We don't seem to be thread-safe)
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::PostMessage (hwnd, WM_USER+101, 0, 0L);
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}
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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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// WindowProc
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//
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/////////////////////////////////////////////////////////////////////////////
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LRESULT
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TransitionEditDialogClass::WindowProc
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(
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UINT message,
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WPARAM wParam,
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LPARAM lParam
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)
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{
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if (message == (WM_USER + 101)) {
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Render_View ();
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} else if (message == WM_KEYDOWN || message == WM_KEYUP) {
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//
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// Eat the keyboard messages we 'special case'.
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//
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if (wParam == VK_NUMPAD8 || wParam == VK_NUMPAD2 ||
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wParam == VK_NUMPAD4 || wParam == VK_NUMPAD6 ||
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wParam == VK_NUMPAD7 || wParam == VK_NUMPAD1)
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{
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return 0;
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}
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}
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return CDialog::WindowProc (message, wParam, lParam);
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}
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////////////////////////////////////////////////////////////////////////////
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//
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// OnTop
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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TransitionEditDialogClass::OnTop (void)
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{
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Vector3 pos = m_RenderObj->Get_Position ();
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Matrix3D transform (1);
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transform.Look_At (pos + Vector3 (0, 0, m_LookAtDist), pos, 3.1415926535F);
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m_Camera->Set_Transform (transform);
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return ;
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}
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////////////////////////////////////////////////////////////////////////////
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//
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// OnFront
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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TransitionEditDialogClass::OnFront (void)
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{
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Vector3 pos = m_RenderObj->Get_Position ();
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Matrix3D transform (1);
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transform.Look_At (pos + Vector3 (m_LookAtDist, 0, 0), pos, 0);
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m_Camera->Set_Transform (transform);
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return ;
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}
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////////////////////////////////////////////////////////////////////////////
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//
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// OnLeft
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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TransitionEditDialogClass::OnLeft (void)
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{
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Vector3 pos = m_RenderObj->Get_Position ();
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Matrix3D transform (1);
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transform.Look_At (pos + Vector3 (0, -m_LookAtDist, 0), pos, 0);
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m_Camera->Set_Transform (transform);
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return ;
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}
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|
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////////////////////////////////////////////////////////////////////////////
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//
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// OnRight
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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TransitionEditDialogClass::OnRight (void)
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{
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Vector3 pos = m_RenderObj->Get_Position ();
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Matrix3D transform (1);
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transform.Look_At (pos + Vector3 (0, m_LookAtDist, 0), pos, 0);
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m_Camera->Set_Transform (transform);
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return ;
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}
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|
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////////////////////////////////////////////////////////////////////////////
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//
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// Load_Object
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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TransitionEditDialogClass::Load_Object (void)
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{
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//
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// Determine how big the object is
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//
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SphereClass sphere = m_RenderObj->Get_Bounding_Sphere ();
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m_LookAtDist = sphere.Radius * 1.5F;
|
|
m_LookAtDist = max (m_LookAtDist, 4.0F);
|
|
|
|
//
|
|
// Add the render object to the world at 0, 0, 0
|
|
//
|
|
m_Scene->Add_Render_Object (m_RenderObj);
|
|
m_RenderObj->Set_Transform (Matrix3D(Vector3(0, 0, m_Height)));
|
|
|
|
//
|
|
// Add a grid render object to the world to act as a floor
|
|
//
|
|
RenderObjClass *floor = ::Create_Render_Obj ("GRID");
|
|
if (floor != NULL) {
|
|
floor->Set_Transform (Matrix3D(1));
|
|
m_Scene->Add_Render_Object (floor);
|
|
floor->Release_Ref ();
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Insert_Zone
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::Insert_Zone (void)
|
|
{
|
|
//
|
|
// Create the zone and add it to the scene
|
|
//
|
|
m_Zone = new Box3DClass (Vector3 (1, 1, 1));
|
|
m_Zone->Set_Color (Vector3 (0, 0, 0.7F));
|
|
|
|
//
|
|
// Transform the zone from relative to world space coords
|
|
//
|
|
Matrix3D obj_tm = m_RenderObj->Get_Transform ();
|
|
OBBoxClass rel_zone = m_Transition->Get_Zone ();
|
|
OBBoxClass zone_box;
|
|
OBBoxClass::Transform (obj_tm, rel_zone, &zone_box);
|
|
|
|
m_Zone->Set_Position (zone_box.Center);
|
|
m_Zone->Set_Dimensions (zone_box.Extent * 2.0F);
|
|
|
|
m_Scene->Add_Render_Object (m_Zone);
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Set_Render_Obj
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::Set_Render_Obj (RenderObjClass *render_obj)
|
|
{
|
|
MEMBER_ADD (m_RenderObj, render_obj);
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Set_Transition
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::Set_Transition (TransitionDataClass *transition)
|
|
{
|
|
m_Transition = transition;
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Handle_Keypress
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::Handle_Keypress (void)
|
|
{
|
|
//
|
|
// Determine which speed modifier to use
|
|
//
|
|
float speed_mod = 1.0F;
|
|
if (::GetAsyncKeyState (VK_CONTROL) < 0) {
|
|
speed_mod = 3.0F;
|
|
}
|
|
|
|
//
|
|
// Move the camera forward-backward (if necessary)
|
|
//
|
|
if ((::GetAsyncKeyState (VK_NUMPAD8) < 0) ||
|
|
(::GetAsyncKeyState (VK_NUMPAD2) < 0)) {
|
|
|
|
// Get the camera's current position
|
|
Vector3 position = m_Camera->Get_Position ();
|
|
float orig_z = position.Z;
|
|
|
|
//
|
|
// Determine how far to move the camera
|
|
//
|
|
float delta = (::GetAsyncKeyState (VK_NUMPAD8) < 0) ? -0.35F : 0.35F;
|
|
delta *= speed_mod;
|
|
|
|
//
|
|
// Scale the position along the direction vector
|
|
//
|
|
Matrix3D transform = m_Camera->Get_Transform ();
|
|
position += (delta * transform.Get_Z_Vector ());
|
|
|
|
//
|
|
// Should we lock the z-position?
|
|
//
|
|
if (::GetAsyncKeyState (VK_CAPITAL) < 0) {
|
|
position.Z = orig_z;
|
|
}
|
|
|
|
// Set the camera's new position
|
|
m_Camera->Set_Position (position);
|
|
}
|
|
|
|
|
|
//
|
|
// Pan the camera left-right (if neccessary)
|
|
//
|
|
if ((::GetAsyncKeyState (VK_NUMPAD4) < 0) ||
|
|
(::GetAsyncKeyState (VK_NUMPAD6) < 0)) {
|
|
|
|
// Get the camera's current position
|
|
Vector3 position = m_Camera->Get_Position ();
|
|
|
|
//
|
|
// Determine how far to move the camera
|
|
//
|
|
float delta = (::GetAsyncKeyState (VK_NUMPAD4) < 0) ? -0.35F : 0.35F;
|
|
delta *= speed_mod;
|
|
|
|
//
|
|
// Scale the position along the x-vector
|
|
//
|
|
Matrix3D transform = m_Camera->Get_Transform ();
|
|
position += (delta * transform.Get_X_Vector ());
|
|
|
|
// Set the camera's new position
|
|
m_Camera->Set_Position (position);
|
|
}
|
|
|
|
//
|
|
// Elevate the camera up-down (if neccessary)
|
|
//
|
|
if ((::GetAsyncKeyState (VK_NUMPAD7) < 0) ||
|
|
(::GetAsyncKeyState (VK_NUMPAD1) < 0)) {
|
|
|
|
// Get the camera's current position
|
|
Vector3 position = m_Camera->Get_Position ();
|
|
|
|
//
|
|
// Determine how far to move the camera
|
|
//
|
|
float delta = (::GetAsyncKeyState (VK_NUMPAD1) < 0) ? -0.35F : 0.35F;
|
|
delta *= speed_mod;
|
|
|
|
//
|
|
// Scale the position along the x-vector
|
|
//
|
|
Matrix3D transform = m_Camera->Get_Transform ();
|
|
position += (delta * transform.Get_Y_Vector ());
|
|
|
|
// Set the camera's new position
|
|
m_Camera->Set_Position (position);
|
|
}
|
|
|
|
if ((::GetAsyncKeyState (VK_UP) < 0) ||
|
|
(::GetAsyncKeyState (VK_DOWN) < 0) ||
|
|
(::GetAsyncKeyState (VK_LEFT) < 0) ||
|
|
(::GetAsyncKeyState (VK_RIGHT) < 0))
|
|
{
|
|
float amount = 0.025F;
|
|
if (::GetAsyncKeyState (VK_CONTROL) < 0) {
|
|
amount *= 4.0F;
|
|
}
|
|
|
|
Vector3 translation(0,0,0);
|
|
|
|
if (::GetAsyncKeyState (VK_UP) < 0) {
|
|
if (::GetAsyncKeyState (VK_SHIFT) < 0) {
|
|
translation.Z += amount;
|
|
} else {
|
|
translation.X += amount;
|
|
}
|
|
}
|
|
|
|
if (::GetAsyncKeyState (VK_DOWN) < 0) {
|
|
if (::GetAsyncKeyState (VK_SHIFT) < 0) {
|
|
translation.Z -= amount;
|
|
} else {
|
|
translation.X -= amount;
|
|
}
|
|
}
|
|
|
|
if (::GetAsyncKeyState (VK_RIGHT) < 0) {
|
|
translation.Y += amount;
|
|
}
|
|
|
|
if (::GetAsyncKeyState (VK_LEFT) < 0) {
|
|
translation.Y -= amount;
|
|
}
|
|
|
|
//
|
|
// Move the zone
|
|
//
|
|
if (m_IsEditingZone) {
|
|
Matrix3D tm = m_Zone->Get_Transform ();
|
|
tm.Translate (translation);
|
|
m_Zone->Set_Transform (tm);
|
|
}
|
|
|
|
//
|
|
// Size the Zone
|
|
//
|
|
if (m_IsSizingZone) {
|
|
Vector3 size = m_Zone->Get_Dimensions ();
|
|
size += translation;
|
|
m_Zone->Set_Dimensions (size);
|
|
}
|
|
|
|
//
|
|
// Move the character
|
|
//
|
|
if (m_IsEditingChar) {
|
|
Matrix3D tm = m_CharacterObj->Get_Transform ();
|
|
tm.Set_Translation (tm.Get_Translation () + translation);
|
|
m_CharacterObj->Set_Transform (tm);
|
|
}
|
|
|
|
//
|
|
// Rotate the character
|
|
//
|
|
if ( m_IsRotatingChar &&
|
|
((::GetAsyncKeyState (VK_RIGHT) < 0) ||
|
|
(::GetAsyncKeyState (VK_LEFT) < 0)) )
|
|
{
|
|
Matrix3D tm = m_CharacterObj->Get_Transform ();
|
|
float deg = (::GetAsyncKeyState (VK_RIGHT) < 0) ? 5.0F : -5.0F;
|
|
tm.Rotate_Z (DEG_TO_RAD (deg));
|
|
m_CharacterObj->Set_Transform (tm);
|
|
}
|
|
|
|
Update_Status ();
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Update_Status
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::Update_Status (void)
|
|
{
|
|
//
|
|
// Update the zone's status
|
|
//
|
|
Vector3 zone_pos = m_Zone->Get_Transform ().Get_Translation ();
|
|
Vector3 zone_size = m_Zone->Get_Dimensions ();
|
|
CString status;
|
|
status.Format ("Zone Pos (%.2f, %.2f, %.2f)\nZone Size (%.2f, %.2f, %.2f)",
|
|
zone_pos.X, zone_pos.Y, zone_pos.Z,
|
|
zone_size.X, zone_size.Y, zone_size.Z);
|
|
SetDlgItemText (IDC_ZONE_STATUS, status);
|
|
|
|
//
|
|
// Update the character's status
|
|
//
|
|
Vector3 char_pos = m_CharacterObj->Get_Transform ().Get_Translation ();
|
|
float char_rot = m_CharacterObj->Get_Transform ().Get_Z_Rotation ();
|
|
status.Format ("Char Pos (%.2f, %.2f, %.2f)\nChar Rot (%.2f)",
|
|
char_pos.X, char_pos.Y, char_pos.Z,
|
|
RAD_TO_DEG (char_rot));
|
|
|
|
SetDlgItemText (IDC_CHAR_STATUS, status);
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Fill_Trigger_List
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::Fill_Trigger_List (void)
|
|
{
|
|
int type_to_sel = (int)m_Transition->Get_Type ();
|
|
|
|
int count = TransitionDataClass::Get_Num_Types ();
|
|
for (int index = 0; index < count; index ++) {
|
|
LPCTSTR name = TransitionDataClass::Get_Type_Name ((TransitionDataClass::StyleType)index);
|
|
int item_index = m_TriggerList.AddString (name);
|
|
if (index == type_to_sel) {
|
|
m_TriggerList.SetCurSel (item_index);
|
|
}
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Fill_Animation_List
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::Fill_Animation_List (void)
|
|
{
|
|
int index = 0;
|
|
|
|
//
|
|
// Generate a list of animation files
|
|
//
|
|
DynamicVectorClass<StringClass> file_list;
|
|
file_list.Set_Growth_Step (500);
|
|
|
|
#ifdef PUBLIC_EDITOR_VER
|
|
|
|
MixFileDatabaseClass::Get_Instance ()->Find_Files (file_list, "h_a_*.w3d");
|
|
|
|
#else
|
|
|
|
//
|
|
// Generate a list of animation files
|
|
//
|
|
DynamicVectorClass<CString> temp_file_list;
|
|
CString path = ::Get_File_Mgr()->Make_Full_Path (CHAR_ANIMS_PATH);
|
|
::Get_File_Mgr ()->Find_Files (path, "*.w3d", temp_file_list, true);
|
|
for (index = 0; index < temp_file_list.Count (); index ++) {
|
|
file_list.Add ((const char *)temp_file_list[index]);
|
|
}
|
|
|
|
#endif //PUBLIC_EDITOR_VER
|
|
|
|
//
|
|
// Populate the combobox
|
|
//
|
|
bool selected = false;
|
|
for (index = 0; index < file_list.Count (); index ++) {
|
|
StringClass &filename = file_list[index];
|
|
CString animation_name = ::Asset_Name_From_Filename (filename);
|
|
|
|
//
|
|
// Add this entry to the animation combobox
|
|
//
|
|
int cb_index = m_AnimationList.AddString (animation_name);
|
|
if (cb_index != CB_ERR) {
|
|
m_AnimationList.SetItemData (cb_index, (ULONG)::_strdup ((LPCTSTR)filename));
|
|
|
|
//
|
|
// Should we select this animation by default?
|
|
//
|
|
CString name = m_Transition->Get_Animation_Name ();
|
|
CString real_name = name;
|
|
LPCTSTR suffix = ::strstr (name, ".");
|
|
if (suffix != NULL) {
|
|
real_name = suffix + 1;
|
|
}
|
|
if (::lstrcmpi (animation_name, real_name) == 0) {
|
|
m_AnimationList.SetCurSel (cb_index);
|
|
selected = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!selected) {
|
|
m_AnimationList.SetCurSel (0);
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// OnEditChar
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::OnEditChar (void)
|
|
{
|
|
m_IsEditingChar = (SendDlgItemMessage (IDC_EDIT_CHAR, BM_GETCHECK) == 1);
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// OnEditZone
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::OnEditZone (void)
|
|
{
|
|
m_IsEditingZone = (SendDlgItemMessage (IDC_EDIT_ZONE, BM_GETCHECK) == 1);
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Load_Animation
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::Load_Animation (void)
|
|
{
|
|
//
|
|
// Determine which animation file to load
|
|
//
|
|
int index = m_AnimationList.GetCurSel ();
|
|
if (index != CB_ERR) {
|
|
LPCTSTR filename = (LPCTSTR)m_AnimationList.GetItemData (index);
|
|
|
|
//
|
|
// Load the animation from the file
|
|
//
|
|
if (filename != NULL) {
|
|
Load_Animation (filename);
|
|
}
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Load_Animation
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::Load_Animation (LPCTSTR filename)
|
|
{
|
|
//
|
|
// Create the character if necessary
|
|
//
|
|
Load_Character ();
|
|
MEMBER_RELEASE (m_Animation);
|
|
|
|
//
|
|
// Load the new animation
|
|
//
|
|
CString path = ::Strip_Filename_From_Path (filename);
|
|
CString asset_name = CString ("S_A_HUMAN.") + ::Asset_Name_From_Filename (filename);
|
|
::Set_Current_Directory (path);
|
|
m_Animation = WW3DAssetManager::Get_Instance ()->Get_HAnim (asset_name);
|
|
ASSERT (m_Animation != NULL);
|
|
|
|
//
|
|
// Pass the new animation onto the character
|
|
//
|
|
m_CurrFrame = 0;
|
|
m_CharacterObj->Set_Animation (m_Animation, m_CurrFrame);
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Load_Character
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::Load_Character (void)
|
|
{
|
|
if (m_CharacterObj == NULL) {
|
|
|
|
//
|
|
// Create the character's render object
|
|
//
|
|
SoldierGameObjDef *definition = (SoldierGameObjDef *)DefinitionMgrClass::Find_Typed_Definition ("Commando", CLASSID_GAME_OBJECT_DEF_SOLDIER, false);
|
|
if (definition != NULL) {
|
|
SoldierGameObj *game_obj = new SoldierGameObj;
|
|
game_obj->Init (*definition);
|
|
REF_PTR_SET (m_CharacterObj, game_obj->Peek_Model ());
|
|
game_obj->Set_Delete_Pending ();
|
|
}
|
|
|
|
//
|
|
// Transform the character from relative to world space coords
|
|
//
|
|
Matrix3D obj_tm = m_RenderObj->Get_Transform ();
|
|
Matrix3D char_tm = m_Transition->Get_Ending_TM ();
|
|
char_tm = char_tm * obj_tm;
|
|
m_CharacterObj->Set_Transform (char_tm);
|
|
|
|
//
|
|
// Add the character to the world
|
|
//
|
|
m_Scene->Add_Render_Object (m_CharacterObj);
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// OnSelChangeAnimationList
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::OnSelChangeAnimationList (void)
|
|
{
|
|
Load_Animation ();
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// fn3DWindow
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
LRESULT CALLBACK
|
|
TransitionEditDialogClass::fn3DWindow
|
|
(
|
|
HWND hwnd,
|
|
UINT message,
|
|
WPARAM wparam,
|
|
LPARAM lparam
|
|
)
|
|
{
|
|
if (message == WM_LBUTTONDOWN) {
|
|
TransitionEditDialogClass *dialog = NULL;
|
|
dialog = (TransitionEditDialogClass *)::GetProp (hwnd, "TRANSITION_DIALOG");
|
|
dialog->Handle_LBUTTON_DOWN (wparam, lparam);
|
|
} else if (message == WM_LBUTTONUP) {
|
|
TransitionEditDialogClass *dialog = NULL;
|
|
dialog = (TransitionEditDialogClass *)::GetProp (hwnd, "TRANSITION_DIALOG");
|
|
dialog->Handle_LBUTTON_UP (wparam, lparam);
|
|
} else if (message == WM_MOUSEMOVE) {
|
|
TransitionEditDialogClass *dialog = NULL;
|
|
dialog = (TransitionEditDialogClass *)::GetProp (hwnd, "TRANSITION_DIALOG");
|
|
dialog->Handle_MOUSEMOVE (wparam, lparam);
|
|
}
|
|
|
|
return ::DefWindowProc (hwnd, message, wparam, lparam);
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Handle_LBUTTON_DOWN
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::Handle_LBUTTON_DOWN (WPARAM wparam, LPARAM lparam)
|
|
{
|
|
::SetCapture (::GetDlgItem (m_hWnd, IDC_3D_WINDOW));
|
|
m_LastPoint.x = LOWORD (lparam);
|
|
m_LastPoint.y = HIWORD (lparam);
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Handle_LBUTTON_UP
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::Handle_LBUTTON_UP (WPARAM wparam, LPARAM lparam)
|
|
{
|
|
::ReleaseCapture ();
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Handle_MOUSEMOVE
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::Handle_MOUSEMOVE (WPARAM wparam, LPARAM lparam)
|
|
{
|
|
POINT point = { LOWORD (lparam), HIWORD (lparam) };
|
|
WWASSERT (m_Camera != NULL);
|
|
|
|
if ((wparam & MK_LBUTTON) && (wparam & MK_RBUTTON)) {
|
|
float delta_x = float(m_LastPoint.x - point.x) / 32;
|
|
float delta_y = float(point.y - m_LastPoint.y) / 32;
|
|
|
|
//
|
|
// Scale the position along the direction vector
|
|
//
|
|
Vector3 position = m_Camera->Get_Position ();
|
|
Matrix3D transform = m_Camera->Get_Transform ();
|
|
position += (delta_x * transform.Get_X_Vector ());
|
|
position += (delta_y * transform.Get_Y_Vector ());
|
|
|
|
// Set the camera's new position
|
|
m_Camera->Set_Position (position);
|
|
|
|
} else if (wparam & MK_LBUTTON) {
|
|
|
|
//
|
|
// Orbit the camera around the object
|
|
//
|
|
if (::GetCapture () == ::GetDlgItem (m_hWnd, IDC_3D_WINDOW)) {
|
|
::Trackball_Camera ( ::GetDlgItem (m_hWnd, IDC_3D_WINDOW),
|
|
*m_Camera,
|
|
Vector3 (0, 0, 0),
|
|
point,
|
|
m_LastPoint );
|
|
}
|
|
|
|
} else if (wparam & MK_RBUTTON) {
|
|
float delta = float(m_LastPoint.y - point.y) / 12;
|
|
|
|
//
|
|
// Scale the position along the direction vector
|
|
//
|
|
Vector3 position = m_Camera->Get_Position ();
|
|
Matrix3D transform = m_Camera->Get_Transform ();
|
|
position += (delta * transform.Get_Z_Vector ());
|
|
|
|
// Set the camera's new position
|
|
m_Camera->Set_Position (position);
|
|
}
|
|
|
|
m_LastPoint = point;
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Trackball_Camera
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
Trackball_Camera
|
|
(
|
|
HWND hwnd,
|
|
CameraClass & camera,
|
|
const Vector3 & center,
|
|
POINT point,
|
|
POINT last_point
|
|
)
|
|
{
|
|
RECT rect;
|
|
::GetClientRect (hwnd, &rect);
|
|
|
|
//
|
|
// Convert the points to normalized units
|
|
//
|
|
float mid_point_x = float(rect.right >> 1);
|
|
float mid_point_y = float(rect.bottom >> 1);
|
|
|
|
float last_point_x = ((float)last_point.x - mid_point_x) / mid_point_x;
|
|
float last_point_y = (mid_point_y - (float)last_point.y) / mid_point_y;
|
|
|
|
float point_x = ((float)point.x - mid_point_x) / mid_point_x;
|
|
float point_y = (mid_point_y - (float)point.y) / mid_point_y;
|
|
|
|
//
|
|
// Calculate the orbit
|
|
//
|
|
Quaternion rotation = ::Trackball (last_point_x, last_point_y, point_x, point_y, 0.8F);
|
|
|
|
//
|
|
// Get the transformation matrix for the camera and its inverse
|
|
//
|
|
Matrix3D transform = camera.Get_Transform ();
|
|
Matrix3D inv_tm;
|
|
transform.Get_Orthogonal_Inverse (inv_tm);
|
|
|
|
//
|
|
// Translate to the object's center, perform the rotation, then translate back out.
|
|
//
|
|
Vector3 to_object = inv_tm * center;
|
|
transform.Translate (to_object);
|
|
Matrix3D::Multiply (transform, Build_Matrix3D (rotation), &transform);
|
|
transform.Translate (-to_object);
|
|
|
|
// Pass the new trnasform onto the camera
|
|
camera.Set_Transform (transform);
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// PreTranslateMessage
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
BOOL
|
|
TransitionEditDialogClass::PreTranslateMessage (MSG *pMsg)
|
|
{
|
|
if (pMsg->message == WM_KEYDOWN || pMsg->message == WM_KEYUP) {
|
|
|
|
if (pMsg->wParam == VK_NUMPAD8 || pMsg->wParam == VK_NUMPAD2 ||
|
|
pMsg->wParam == VK_NUMPAD4 || pMsg->wParam == VK_NUMPAD6 ||
|
|
pMsg->wParam == VK_NUMPAD7 || pMsg->wParam == VK_NUMPAD1 ||
|
|
pMsg->wParam == VK_UP || pMsg->wParam == VK_DOWN ||
|
|
pMsg->wParam == VK_LEFT || pMsg->wParam == VK_RIGHT)
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
return CDialog::PreTranslateMessage(pMsg);
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// OnAniBackFrame
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::OnAniBackFrame (void)
|
|
{
|
|
m_CurrFrame -= 1.0F;
|
|
if (m_CurrFrame < 0) {
|
|
m_CurrFrame = float(m_Animation->Get_Num_Frames () - 1);
|
|
}
|
|
|
|
m_CharacterObj->Set_Animation (m_Animation, m_CurrFrame);
|
|
m_IsAnimating = false;
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// OnAniFirstFrame
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::OnAniFirstFrame (void)
|
|
{
|
|
m_CurrFrame = 0;
|
|
m_CharacterObj->Set_Animation (m_Animation, m_CurrFrame);
|
|
m_IsAnimating = false;
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// OnAniFwdFrame
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::OnAniFwdFrame (void)
|
|
{
|
|
m_CurrFrame += 1;
|
|
if (m_CurrFrame >= float(m_Animation->Get_Num_Frames () - 1)) {
|
|
m_CurrFrame = 0;
|
|
}
|
|
|
|
m_CharacterObj->Set_Animation (m_Animation, m_CurrFrame);
|
|
m_IsAnimating = false;
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// OnAniLastFrame
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::OnAniLastFrame (void)
|
|
{
|
|
m_CurrFrame = float(m_Animation->Get_Num_Frames () - 1);
|
|
m_CharacterObj->Set_Animation (m_Animation, m_CurrFrame);
|
|
m_IsAnimating = false;
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// OnAniPause
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::OnAniPause (void)
|
|
{
|
|
m_IsAnimating = false;
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// OnAniPlay
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::OnAniPlay (void)
|
|
{
|
|
m_IsAnimating = true;
|
|
m_LastAnimUpdate = ::GetTickCount ();
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// OnAniStop
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::OnAniStop (void)
|
|
{
|
|
m_CurrFrame = 0;
|
|
m_CharacterObj->Set_Animation (m_Animation, m_CurrFrame);
|
|
m_IsAnimating = false;
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Update_Animation
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::Update_Animation (void)
|
|
{
|
|
if (m_IsAnimating) {
|
|
DWORD curr_ticks = ::GetTickCount ();
|
|
|
|
float seconds = float((curr_ticks - m_LastAnimUpdate)/1000.0F);
|
|
float frame_inc = seconds * m_Animation->Get_Frame_Rate ();
|
|
m_CurrFrame += frame_inc;
|
|
|
|
if (m_CurrFrame > float(m_Animation->Get_Num_Frames ())) {
|
|
m_CurrFrame -= float(m_Animation->Get_Num_Frames ());
|
|
}
|
|
|
|
m_CharacterObj->Set_Animation (m_Animation, m_CurrFrame);
|
|
m_LastAnimUpdate = curr_ticks;
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// OnSizeZone
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::OnSizeZone (void)
|
|
{
|
|
m_IsSizingZone = (m_SizeZoneCheck.GetCheck () == 1);
|
|
|
|
::EnableWindow (::GetDlgItem (m_hWnd, IDC_EDIT_ZONE), !m_IsSizingZone);
|
|
::EnableWindow (::GetDlgItem (m_hWnd, IDC_EDIT_CHAR), !m_IsSizingZone);
|
|
|
|
if (m_IsSizingZone) {
|
|
m_IsEditingZone = false;
|
|
m_IsEditingChar = false;
|
|
m_IsRotatingChar = false;
|
|
m_RotateCharCheck.SetCheck (false);
|
|
} else {
|
|
OnEditChar ();
|
|
OnEditZone ();
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// OnRotateChar
|
|
//
|
|
/////////////////////////////////////////////////////////////////////////////
|
|
void
|
|
TransitionEditDialogClass::OnRotateChar (void)
|
|
{
|
|
m_IsRotatingChar = (m_RotateCharCheck.GetCheck () == 1);
|
|
|
|
::EnableWindow (::GetDlgItem (m_hWnd, IDC_EDIT_ZONE), !m_IsRotatingChar);
|
|
::EnableWindow (::GetDlgItem (m_hWnd, IDC_EDIT_CHAR), !m_IsRotatingChar);
|
|
|
|
if (m_IsRotatingChar) {
|
|
m_IsEditingZone = false;
|
|
m_IsEditingChar = false;
|
|
m_IsSizingZone = false;
|
|
m_SizeZoneCheck.SetCheck (false);
|
|
} else {
|
|
OnEditChar ();
|
|
OnEditZone ();
|
|
}
|
|
|
|
return ;
|
|
}
|