mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 14:16:50 +00:00
1042 lines
25 KiB
C++
1042 lines
25 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "stdafx.h"
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#include "hammer.h"
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#include "ObjectBar.h"
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#include "Options.h"
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#include "ControlBarIDs.h"
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#include "Prefabs.h"
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#include "Prefab3D.h"
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#include "StockSolids.h"
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#include "mainfrm.h"
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#include "MapSolid.h"
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#include "MapWorld.h"
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#include "MapDoc.h"
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#include "GlobalFunctions.h"
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#include "ArchDlg.h"
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#include "TorusDlg.h"
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#include "ToolManager.h"
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#include "mathlib/vector.h"
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#include "mapview2d.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include <tier0/memdbgon.h>
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#pragma warning( disable : 4355 )
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CMapClass *CreateArch(BoundBox *pBox, float fStartAngle, int iSides, float fArc,
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int iWallWidth, int iAddHeight, BOOL bPreview);
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CMapClass *CreateTorus(BoundBox *pBox, float fStartAngle, int iSides, float fArc, int iWallWidth, float flCrossSectionalRadius,
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float fRotationStartAngle, int iRotationSides, float fRotationArc, int iAddHeight, BOOL bPreview);
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static int _iNewObjIndex = 0;
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static char _szNewObjName[128];
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struct SolidTypeInfo_t
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{
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LPCTSTR pszName;
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UINT nFaces;
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UINT nFacesMin;
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UINT nFacesMax;
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bool bEnableFaceControl;
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};
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SolidTypeInfo_t SolidTypes[] =
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{
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{"block", 0, 6, 6, false},
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{"wedge", 0, 5, 5, false},
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{"cylinder", 8, 3, 32, true},
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{"spike", 4, 3, 32, true},
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{"sphere", 8, 3, 16, true},
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{"arch", 8, 3, 128, true},
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{"torus", 0, 4, 128, false},
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};
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BEGIN_MESSAGE_MAP(CObjectBar, CHammerBar)
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ON_UPDATE_COMMAND_UI(IDC_CREATELIST, UpdateControl)
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ON_UPDATE_COMMAND_UI(IDC_CATEGORYLIST, UpdateControl)
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ON_UPDATE_COMMAND_UI(IDC_FACES, UpdateFaceControl)
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ON_UPDATE_COMMAND_UI(IDC_FACESSPIN, UpdateFaceControl)
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ON_UPDATE_COMMAND_UI(ID_TOOLS_CREATEPREFAB, UpdateControl)
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ON_UPDATE_COMMAND_UI(ID_CREATEOBJECT, UpdateControl)
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ON_CBN_SELCHANGE(IDC_CATEGORYLIST, OnChangeCategory)
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END_MESSAGE_MAP()
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//-----------------------------------------------------------------------------
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// Purpose: Get the index of the specified solid type.
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//-----------------------------------------------------------------------------
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static int FindSolidType( const char *pName )
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{
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for ( int i=0; i < ARRAYSIZE( SolidTypes ); i++ )
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{
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if ( Q_stricmp( pName, SolidTypes[i].pszName ) == 0 )
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return i;
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}
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return -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Get the index of the specified GDClass.
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//-----------------------------------------------------------------------------
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static int FindGameDataClass( const char *pName )
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{
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extern GameData *pGD;
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if( pGD != NULL )
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{
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int nCount = pGD->GetClassCount();
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for (int i = 0; i < nCount; i++)
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{
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GDclass *pc = pGD->GetClass(i);
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if ( Q_stricmp( pName, pc->GetName() ) == 0 )
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return i;
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}
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}
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return -1;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CObjectBar::CObjectBar()
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: CHammerBar(), m_CreateList( this )
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{
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for(int i = 0; i < MAX_PREV_SEL; i++)
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{
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m_PrevSel[i].dwGameID = 0;
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}
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m_dwPrevGameID = (unsigned long)-1;
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}
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bool CObjectBar::UseRandomYawOnEntityPlacement()
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{
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return ::SendMessage( ::GetDlgItem( GetSafeHwnd(), IDC_RANDOMYAW ), BM_GETCHECK, 0, 0 ) == BST_CHECKED;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pDX -
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//-----------------------------------------------------------------------------
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void CObjectBar::DoDataExchange(CDataExchange *pDX)
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{
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CHammerBar::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(COP_Entity)
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DDX_Control(pDX, IDC_CREATELIST, m_CreateList);
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//}}AFX_DATA_MAP
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the bounds of the current 3D prefab object.
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// Input : *pBox -
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// Output : Returns TRUE on success, FALSE on failure.
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//-----------------------------------------------------------------------------
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BOOL CObjectBar::GetPrefabBounds(BoundBox *pBox)
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{
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if (ListType != listPrefabs)
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{
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return FALSE;
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}
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CPrefab3D *pPrefab = (CPrefab3D *)CPrefab::FindID(_iNewObjIndex);
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if (pPrefab != NULL)
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{
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if (pPrefab->GetType() != pt3D)
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{
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return(FALSE);
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}
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if (!pPrefab->IsLoaded())
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{
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pPrefab->Load();
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}
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if (!pPrefab->IsLoaded())
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{
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return(FALSE);
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}
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CMapWorld *pWorld = pPrefab->GetWorld();
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Vector mins;
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Vector maxs;
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pWorld->GetRender2DBox(mins, maxs);
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pBox->SetBounds(mins, maxs);
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return(TRUE);
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}
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return(FALSE);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Find the specified prefab.
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//-----------------------------------------------------------------------------
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CPrefab* CObjectBar::FindPrefabByName( const char *pName )
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{
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CPrefabLibrary *pLibrary = CPrefabLibrary::FindID( m_CategoryList.GetItemData(m_CategoryList.GetCurSel() ) );
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if ( pLibrary )
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{
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POSITION p = ENUM_START;
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CPrefab *pPrefab = pLibrary->EnumPrefabs( p );
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while( pPrefab )
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{
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if ( Q_stricmp( pName, pPrefab->GetName() ) == 0 )
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return pPrefab;
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pPrefab = pLibrary->EnumPrefabs( p );
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}
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pBox -
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// pAxes -
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// Output :
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//-----------------------------------------------------------------------------
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CMapClass *CObjectBar::CreateInBox(BoundBox *pBox, CMapView *pView)
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{
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// primitives:
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int axHorz = 0;
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int axVert = 1;
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CMapView2D *pView2D = dynamic_cast<CMapView2D*>(pView);
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if ( pView2D )
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{
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axHorz = pView2D->axHorz;
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axVert = pView2D->axVert;
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}
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if(ListType == listPrimitives)
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{
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int nFaces;
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char szBuf[128];
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m_Faces.GetWindowText(szBuf, 128);
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nFaces = atoi(szBuf);
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//
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// The index into the solid types array is stored in the item data.
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//
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int nSolidIndex = _iNewObjIndex;
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int nFacesMin = SolidTypes[nSolidIndex].nFacesMin;
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int nFacesMax = SolidTypes[nSolidIndex].nFacesMax;
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//
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// Insure that the face count is within legal range (if applicable).
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//
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if ((SolidTypes[nSolidIndex].bEnableFaceControl) && (nFaces < nFacesMin || nFaces > nFacesMax))
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{
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CString str;
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str.Format("The face count for a %s must be in the range of %d to %d.",
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SolidTypes[nSolidIndex].pszName, nFacesMin, nFacesMax);
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AfxMessageBox(str);
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return NULL;
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}
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if(nSolidIndex < 5)
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{
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StockSolid *pStock = NULL;
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switch(nSolidIndex)
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{
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case 0:
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pStock = new StockBlock;
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break;
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case 1:
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pStock = new StockWedge;
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break;
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case 2:
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pStock = new StockCylinder;
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pStock->SetFieldData(StockCylinder::fieldSideCount, nFaces);
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break;
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case 3:
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pStock = new StockSpike;
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pStock->SetFieldData(StockSpike::fieldSideCount, nFaces);
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break;
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default:
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pStock = new StockSphere;
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pStock->SetFieldData(StockSphere::fieldSideCount, nFaces);
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break;
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}
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// create a solid
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CMapSolid *pSolid = new CMapSolid;
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pStock->SetFromBox(pBox);
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pStock->CreateMapSolid(pSolid, Options.GetTextureAlignment());
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pSolid->SetTexture(GetDefaultTextureName());
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delete pStock; // done with you! done!
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// return new solid
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return pSolid;
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}
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else if (nSolidIndex == 5)
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{
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// arch
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CArchDlg dlg(pBox->bmins, pBox->bmaxs);
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Vector sizebounds;
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pBox->GetBoundsSize(sizebounds);
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dlg.m_iSides = nFaces;
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dlg.SetMaxWallWidth(min((int)sizebounds[axHorz], (int)sizebounds[axVert]));
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if(dlg.DoModal() != IDOK)
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return NULL;
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// save values for next use of arch
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dlg.SaveValues();
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CMapClass *pArch = CreateArch(pBox, dlg.m_fAngle,
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dlg.m_iSides, dlg.m_fArc, dlg.m_iWallWidth,
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dlg.m_iAddHeight, FALSE);
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const CMapObjectList &SolidList = *pArch->GetChildren();
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FOR_EACH_OBJ( SolidList, nSolid )
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{
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CMapSolid *pSolid = dynamic_cast<CMapSolid *>(SolidList[nSolid]);
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if ( pSolid )
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pSolid->SetTexture(GetDefaultTextureName());
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}
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return pArch;
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}
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else
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{
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// Torus
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CTorusDlg dlg( pBox->bmins, pBox->bmaxs );
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Vector sizebounds;
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pBox->GetBoundsSize( sizebounds );
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dlg.SetMaxWallWidth(min((int)sizebounds[axHorz], (int)sizebounds[axVert]));
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if(dlg.DoModal() != IDOK)
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return NULL;
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// save values for next use of arch
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dlg.SaveValues();
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CMapClass *pTorus = CreateTorus(pBox, dlg.m_fAngle, dlg.m_iSides, dlg.m_fArc, dlg.m_iWallWidth,
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dlg.GetTorusCrossSectionRadius(),
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dlg.m_fRotationAngle, dlg.m_iRotationSides, dlg.m_fRotationArc, dlg.m_iAddHeight, FALSE);
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const CMapObjectList &SolidList = *pTorus->GetChildren();
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FOR_EACH_OBJ( SolidList, nSolid )
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{
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CMapSolid *pSolid = dynamic_cast<CMapSolid *>(SolidList[nSolid]);
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if ( pSolid )
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pSolid->SetTexture(GetDefaultTextureName());
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}
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return pTorus;
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}
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}
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else
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{
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CPrefab *pPrefab = CPrefab::FindID(_iNewObjIndex);
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if (pPrefab != NULL)
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{
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return(pPrefab->CreateInBox(pBox));
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}
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the classname of the default entity for the entity creation tool.
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//-----------------------------------------------------------------------------
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LPCTSTR CObjectBar::GetDefaultEntityClass(void)
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{
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return _szNewObjName;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CMapClass *CObjectBar::BuildPrefabObjectAtPoint( Vector const &HitPos )
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{
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//
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// find prefab
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//
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CPrefab3D *pPrefab = ( CPrefab3D* )CPrefab::FindID( _iNewObjIndex );
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if( !pPrefab )
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return NULL;
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//
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// create prefab bounding box -- centered at hit pos
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//
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return pPrefab->CreateAtPointAroundOrigin( HitPos );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CObjectBar::IsEntityToolCreatingPrefab( void )
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{
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if( ( m_iLastTool == TOOL_ENTITY ) && ( m_CategoryList.GetCurSel() != 0 ) )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CObjectBar::IsEntityToolCreatingEntity( void )
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{
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if( ( m_iLastTool == TOOL_ENTITY ) && ( m_CategoryList.GetCurSel() == 0 ) )
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return true;
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CObjectBar::OnChangeCategory()
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{
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switch (ListType)
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{
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case listPrimitives:
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{
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iBlockSel = -1;
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LoadBlockItems();
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break;
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}
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case listPrefabs:
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{
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if (m_iLastTool == TOOL_BLOCK)
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{
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iBlockSel = -1;
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LoadBlockItems();
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}
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else if (m_iLastTool == TOOL_ENTITY)
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{
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iEntitySel = -1;
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LoadEntityItems();
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}
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break;
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}
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case listEntities:
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{
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iEntitySel = -1;
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LoadEntityItems();
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break;
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}
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default:
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||
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{
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break;
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}
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}
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DoHideControls();
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}
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//-----------------------------------------------------------------------------
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||
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// Purpose:
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||
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// Input : pParentWnd -
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||
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// Output : Returns TRUE on success, FALSE on failure.
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||
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//-----------------------------------------------------------------------------
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||
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BOOL CObjectBar::Create(CWnd *pParentWnd)
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||
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{
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if (!CHammerBar::Create(pParentWnd, IDD_OBJECTBAR, CBRS_RIGHT, IDCB_OBJECTBAR))
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||
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{
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return FALSE;
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||
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}
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||
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||
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SetWindowText("New Objects");
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||
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||
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// set up controls
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||
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||
|
// We only want it to return values that are in our list of suggestions.
|
||
|
m_CreateList.SubclassDlgItem(IDC_CREATELIST, this);
|
||
|
m_CreateList.SetOnlyProvideSuggestions( true );
|
||
|
|
||
|
m_CategoryList.SubclassDlgItem(IDC_CATEGORYLIST, this);
|
||
|
m_Faces.SubclassDlgItem(IDC_FACES, this);
|
||
|
m_FacesSpin.SubclassDlgItem(IDC_FACESSPIN, this);
|
||
|
m_FacesSpin.SetBuddy(&m_Faces);
|
||
|
|
||
|
iBlockSel = -1;
|
||
|
iEntitySel = -1;
|
||
|
m_iLastTool = -1;
|
||
|
|
||
|
LoadBlockCategories();
|
||
|
|
||
|
// outta here
|
||
|
return TRUE;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Load the category list with the list of primitives and object libraries.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectBar::LoadBlockCategories( void )
|
||
|
{
|
||
|
m_CategoryList.SetRedraw(FALSE);
|
||
|
|
||
|
// first item is the primitive list
|
||
|
m_CategoryList.ResetContent();
|
||
|
m_CategoryList.AddString("Primitives");
|
||
|
|
||
|
// the next items are the prefab categories (libraries)
|
||
|
LoadPrefabCategories();
|
||
|
|
||
|
// redraw category list
|
||
|
m_CategoryList.SetRedraw(TRUE);
|
||
|
m_CategoryList.Invalidate();
|
||
|
|
||
|
// set initial state
|
||
|
m_CategoryList.SetCurSel( 0 );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectBar::LoadEntityCategories( void )
|
||
|
{
|
||
|
m_CategoryList.SetRedraw( FALSE );
|
||
|
|
||
|
// first item is the primitive list
|
||
|
m_CategoryList.ResetContent();
|
||
|
m_CategoryList.AddString( "Entities" );
|
||
|
|
||
|
// the next items are the prefab categories (libraries)
|
||
|
LoadPrefabCategories();
|
||
|
|
||
|
// redraw category list
|
||
|
m_CategoryList.SetRedraw( TRUE );
|
||
|
m_CategoryList.Invalidate();
|
||
|
|
||
|
// set initial state
|
||
|
m_CategoryList.SetCurSel( 0 );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectBar::LoadPrefabCategories( void )
|
||
|
{
|
||
|
//
|
||
|
// if a long list -- don't update every time
|
||
|
//
|
||
|
m_CategoryList.SetRedraw( FALSE );
|
||
|
|
||
|
//
|
||
|
// add all prefab object libraries to the category list
|
||
|
//
|
||
|
POSITION p = ENUM_START;
|
||
|
CPrefabLibrary *pLibrary = CPrefabLibrary::EnumLibraries( p );
|
||
|
while( pLibrary )
|
||
|
{
|
||
|
int iIndex = m_CategoryList.AddString( pLibrary->GetName() );
|
||
|
m_CategoryList.SetItemData( iIndex, pLibrary->GetID() );
|
||
|
pLibrary = CPrefabLibrary::EnumLibraries( p );
|
||
|
}
|
||
|
|
||
|
m_CategoryList.SetRedraw(TRUE);
|
||
|
m_CategoryList.Invalidate();
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectBar::LoadBlockItems( void )
|
||
|
{
|
||
|
//
|
||
|
// verify the block categories are loaded
|
||
|
//
|
||
|
if( m_CategoryList.GetCurSel() == CB_ERR )
|
||
|
{
|
||
|
LoadBlockCategories();
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// load primitive items
|
||
|
//
|
||
|
if( m_CategoryList.GetCurSel() == 0 )
|
||
|
{
|
||
|
// set list type (primitives)
|
||
|
ListType = listPrimitives;
|
||
|
|
||
|
// set list type (primitives)
|
||
|
CUtlVector<CString> suggestions;
|
||
|
for( int i = 0; i < sizeof( SolidTypes ) / sizeof( SolidTypes[0] ); i++)
|
||
|
suggestions.AddToTail( SolidTypes[i].pszName );
|
||
|
|
||
|
m_CreateList.SetSuggestions( suggestions );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
LoadPrefabItems();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectBar::LoadEntityItems( void )
|
||
|
{
|
||
|
//
|
||
|
// verify the block categories are loaded
|
||
|
//
|
||
|
if( m_CategoryList.GetCurSel() == CB_ERR )
|
||
|
{
|
||
|
LoadEntityCategories();
|
||
|
}
|
||
|
|
||
|
//
|
||
|
// load entity items
|
||
|
//
|
||
|
if( m_CategoryList.GetCurSel() == 0 )
|
||
|
{
|
||
|
// set list type (markers)???
|
||
|
ListType = listEntities;
|
||
|
|
||
|
CUtlVector<CString> suggestions;
|
||
|
extern GameData *pGD;
|
||
|
if( pGD != NULL )
|
||
|
{
|
||
|
int nCount = pGD->GetClassCount();
|
||
|
for (int i = 0; i < nCount; i++)
|
||
|
{
|
||
|
GDclass *pc = pGD->GetClass(i);
|
||
|
if( !pc->IsBaseClass() && !pc->IsSolidClass() )
|
||
|
{
|
||
|
suggestions.AddToTail( pc->GetName() );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_CreateList.SetSuggestions( suggestions );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
LoadPrefabItems();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectBar::LoadPrefabItems( void )
|
||
|
{
|
||
|
// set list type (prefabs)
|
||
|
ListType = listPrefabs;
|
||
|
|
||
|
CUtlVector<CString> suggestions;
|
||
|
|
||
|
// get the active library and add the prefabs from it
|
||
|
CPrefabLibrary *pLibrary = CPrefabLibrary::FindID( m_CategoryList.GetItemData(m_CategoryList.GetCurSel() ) );
|
||
|
|
||
|
POSITION p = ENUM_START;
|
||
|
CPrefab *pPrefab = pLibrary->EnumPrefabs( p );
|
||
|
while( pPrefab )
|
||
|
{
|
||
|
suggestions.AddToTail( pPrefab->GetName() );
|
||
|
pPrefab = pLibrary->EnumPrefabs( p );
|
||
|
}
|
||
|
|
||
|
m_CreateList.SetSuggestions( suggestions );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectBar::DoHideControls()
|
||
|
{
|
||
|
// hide controls based on which mode is selected...
|
||
|
if(ListType == listPrimitives)
|
||
|
{
|
||
|
GetDlgItem(ID_INSERTPREFAB_ORIGINAL)->ShowWindow(SW_HIDE);
|
||
|
m_Faces.ShowWindow(SW_SHOW);
|
||
|
m_FacesSpin.ShowWindow(SW_SHOW);
|
||
|
GetDlgItem(IDC_FACESPROMPT)->ShowWindow(SW_SHOW);
|
||
|
}
|
||
|
else if(ListType == listPrefabs)
|
||
|
{
|
||
|
m_Faces.ShowWindow(SW_HIDE);
|
||
|
m_FacesSpin.ShowWindow(SW_HIDE);
|
||
|
GetDlgItem(IDC_FACESPROMPT)->ShowWindow(SW_HIDE);
|
||
|
GetDlgItem(ID_INSERTPREFAB_ORIGINAL)->ShowWindow(SW_SHOW);
|
||
|
}
|
||
|
else if(ListType == listEntities)
|
||
|
{
|
||
|
m_Faces.ShowWindow(SW_HIDE);
|
||
|
m_FacesSpin.ShowWindow(SW_HIDE);
|
||
|
GetDlgItem(IDC_FACESPROMPT)->ShowWindow(SW_HIDE);
|
||
|
GetDlgItem(ID_INSERTPREFAB_ORIGINAL)->ShowWindow(SW_HIDE);
|
||
|
}
|
||
|
|
||
|
// Show the "random yaw" button?
|
||
|
bool bShow = (ListType == listEntities);
|
||
|
GetDlgItem( IDC_RANDOMYAW )->ShowWindow( bShow ? SW_SHOW : SW_HIDE );
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pCmdUI -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectBar::UpdateControl(CCmdUI *pCmdUI)
|
||
|
{
|
||
|
CMapDoc *pDoc = CMapDoc::GetActiveMapDoc();
|
||
|
|
||
|
switch (pCmdUI->m_nID)
|
||
|
{
|
||
|
case ID_INSERTPREFAB_ORIGINAL:
|
||
|
{
|
||
|
pCmdUI->Enable(ListType == listPrefabs);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
case IDC_CREATELIST:
|
||
|
case IDC_CATEGORYLIST:
|
||
|
{
|
||
|
BOOL bEnable = FALSE;
|
||
|
if (pDoc)
|
||
|
{
|
||
|
int nTool = pDoc->GetTools()->GetActiveToolID();
|
||
|
if ((nTool == TOOL_ENTITY) || (nTool == TOOL_BLOCK))
|
||
|
{
|
||
|
bEnable = TRUE;
|
||
|
}
|
||
|
}
|
||
|
pCmdUI->Enable(bEnable);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
default:
|
||
|
{
|
||
|
pCmdUI->Enable( pDoc ? TRUE : FALSE);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pWnd -
|
||
|
// bModifyWnd -
|
||
|
// Output : Returns TRUE on success, FALSE on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
BOOL CObjectBar::EnableFaceControl(CWnd *pWnd, BOOL bModifyWnd)
|
||
|
{
|
||
|
BOOL bEnable = CMapDoc::GetActiveMapDoc() ? TRUE : FALSE;
|
||
|
|
||
|
if(bEnable)
|
||
|
{
|
||
|
bEnable = FALSE;
|
||
|
|
||
|
//
|
||
|
// Enable the control only if we are dealing with an object the
|
||
|
// that has adjustable faces.
|
||
|
//
|
||
|
if (ListType == listPrimitives)
|
||
|
{
|
||
|
int nSolidIndex = iBlockSel;
|
||
|
if (SolidTypes[nSolidIndex].bEnableFaceControl)
|
||
|
{
|
||
|
bEnable = TRUE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(bModifyWnd)
|
||
|
pWnd->EnableWindow(bEnable);
|
||
|
|
||
|
return bEnable;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *pCmdUI -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectBar::UpdateFaceControl(CCmdUI *pCmdUI)
|
||
|
{
|
||
|
pCmdUI->Enable(EnableFaceControl(GetDlgItem(pCmdUI->m_nID), FALSE));
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: Called when a new item has been selected in the combo box.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectBar::OnTextChanged( const char *pSelection )
|
||
|
{
|
||
|
char szBuf[128];
|
||
|
|
||
|
switch (ListType)
|
||
|
{
|
||
|
case listPrimitives:
|
||
|
{
|
||
|
_iNewObjIndex = FindSolidType( pSelection );
|
||
|
Assert( _iNewObjIndex != -1 );
|
||
|
|
||
|
//
|
||
|
// Save current value from the faces edit control. The next time this primitive is
|
||
|
// selected the value will be restored.
|
||
|
//
|
||
|
if (iBlockSel != -1)
|
||
|
{
|
||
|
int nSolidIndex = iBlockSel;
|
||
|
m_Faces.GetWindowText(szBuf, 128);
|
||
|
SolidTypes[nSolidIndex].nFaces = atoi(szBuf);
|
||
|
}
|
||
|
iBlockSel = _iNewObjIndex;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
case listPrefabs:
|
||
|
{
|
||
|
CPrefab *pPrefab = FindPrefabByName( pSelection );
|
||
|
Assert( pPrefab );
|
||
|
if ( pPrefab )
|
||
|
{
|
||
|
_iNewObjIndex = pPrefab->GetID();
|
||
|
|
||
|
if (m_iLastTool == TOOL_BLOCK )
|
||
|
{
|
||
|
iBlockSel = _iNewObjIndex;
|
||
|
}
|
||
|
else if( m_iLastTool == TOOL_ENTITY )
|
||
|
{
|
||
|
iEntitySel = _iNewObjIndex;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
case listEntities:
|
||
|
{
|
||
|
_iNewObjIndex = FindGameDataClass( pSelection );
|
||
|
Assert( _iNewObjIndex != -1 );
|
||
|
if ( _iNewObjIndex != -1 )
|
||
|
{
|
||
|
Q_strncpy( _szNewObjName, pSelection, sizeof( _szNewObjName ) );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (ListType != listPrimitives)
|
||
|
return;
|
||
|
|
||
|
EnableFaceControl(&m_Faces, TRUE);
|
||
|
EnableFaceControl(&m_FacesSpin, TRUE);
|
||
|
|
||
|
int nSolidIndex = _iNewObjIndex;
|
||
|
|
||
|
m_FacesSpin.SetRange(SolidTypes[nSolidIndex].nFacesMin, SolidTypes[nSolidIndex].nFacesMax);
|
||
|
m_FacesSpin.SetPos(SolidTypes[nSolidIndex].nFaces);
|
||
|
|
||
|
itoa(SolidTypes[nSolidIndex].nFaces, szBuf, 10);
|
||
|
m_Faces.SetWindowText(szBuf);
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : dwGameID -
|
||
|
// piNewIndex -
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
int CObjectBar::GetPrevSelIndex(DWORD dwGameID, int *piNewIndex)
|
||
|
{
|
||
|
for(int i = 0; i < MAX_PREV_SEL; i++)
|
||
|
{
|
||
|
if(m_PrevSel[i].dwGameID == 0 && piNewIndex)
|
||
|
*piNewIndex = i;
|
||
|
|
||
|
if(m_PrevSel[i].dwGameID == dwGameID)
|
||
|
return i;
|
||
|
}
|
||
|
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : pMsg -
|
||
|
// Output : Returns TRUE on success, FALSE on failure.
|
||
|
//-----------------------------------------------------------------------------
|
||
|
BOOL CObjectBar::PreTranslateMessage(MSG* pMsg)
|
||
|
{
|
||
|
//
|
||
|
// See if the message is a keydown and the current focus window is the
|
||
|
// ComboBox in the ObjectBar!
|
||
|
//
|
||
|
/*static BOOL bRecurse = FALSE;
|
||
|
|
||
|
if (pMsg->message == WM_KEYDOWN && !bRecurse)
|
||
|
{
|
||
|
if (GetFocus() == &m_CreateList)
|
||
|
{
|
||
|
//AfxMessageBox("Ok");
|
||
|
bRecurse = TRUE;
|
||
|
m_CreateList.SendMessage(WM_CHAR, pMsg->wParam, pMsg->lParam);
|
||
|
bRecurse = FALSE;
|
||
|
return TRUE;
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
return CHammerBar::PreTranslateMessage(pMsg);
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : iTool -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CObjectBar::UpdateListForTool( int iTool )
|
||
|
{
|
||
|
//
|
||
|
// initialize for new "game config"
|
||
|
//
|
||
|
int iPrevSel = 0;
|
||
|
if (m_dwPrevGameID != g_pGameConfig->dwID)
|
||
|
{
|
||
|
//
|
||
|
// save current game id and save
|
||
|
//
|
||
|
m_dwPrevGameID = g_pGameConfig->dwID;
|
||
|
GetPrevSelIndex( g_pGameConfig->dwID, &iPrevSel );
|
||
|
m_PrevSel[iPrevSel].dwGameID = g_pGameConfig->dwID;
|
||
|
|
||
|
m_PrevSel[iPrevSel].block.strCategory = "Primitives";
|
||
|
m_PrevSel[iPrevSel].block.strItem = "block";
|
||
|
|
||
|
m_PrevSel[iPrevSel].entity.strCategory = "Entities";
|
||
|
m_PrevSel[iPrevSel].entity.strItem = g_pGameConfig->szDefaultPoint;
|
||
|
}
|
||
|
|
||
|
// get game id previously selected data index
|
||
|
iPrevSel = GetPrevSelIndex( m_dwPrevGameID );
|
||
|
if (iPrevSel == -1)
|
||
|
return;
|
||
|
|
||
|
//
|
||
|
// Save last known selection state for previous tool
|
||
|
//
|
||
|
if (m_iLastTool == TOOL_BLOCK)
|
||
|
{
|
||
|
int iCategory = m_CategoryList.GetCurSel();
|
||
|
if( iCategory != -1 )
|
||
|
{
|
||
|
m_CategoryList.GetLBText( iCategory, m_PrevSel[iPrevSel].block.strCategory );
|
||
|
m_PrevSel[iPrevSel].block.strItem = m_CreateList.GetCurrentItem();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_PrevSel[iPrevSel].block.strCategory = "";
|
||
|
m_PrevSel[iPrevSel].block.strItem = "";
|
||
|
}
|
||
|
}
|
||
|
else if (m_iLastTool == TOOL_ENTITY)
|
||
|
{
|
||
|
int iCategory = m_CategoryList.GetCurSel();
|
||
|
if( iCategory != -1 )
|
||
|
{
|
||
|
m_CategoryList.GetLBText( iCategory, m_PrevSel[iPrevSel].entity.strCategory );
|
||
|
m_PrevSel[iPrevSel].entity.strItem = m_CreateList.GetCurrentItem();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_PrevSel[iPrevSel].entity.strCategory = "";
|
||
|
m_PrevSel[iPrevSel].entity.strItem = "";
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// save tool for next pass
|
||
|
m_iLastTool = iTool;
|
||
|
|
||
|
//
|
||
|
// update new for new tool
|
||
|
//
|
||
|
if (iTool == TOOL_BLOCK)
|
||
|
{
|
||
|
//
|
||
|
// load block categories and items
|
||
|
//
|
||
|
LoadBlockCategories();
|
||
|
m_CategoryList.SelectString( -1, m_PrevSel[iPrevSel].block.strCategory );
|
||
|
LoadBlockItems();
|
||
|
|
||
|
m_CreateList.SelectItem( m_PrevSel[iPrevSel].block.strItem );
|
||
|
OnTextChanged( m_PrevSel[iPrevSel].block.strItem );
|
||
|
iBlockSel = FindSolidType( m_PrevSel[iPrevSel].block.strItem );
|
||
|
Assert( iBlockSel >= 0 );
|
||
|
|
||
|
// hide/show appropriate controls
|
||
|
DoHideControls();
|
||
|
|
||
|
//
|
||
|
// enable/disable face controls
|
||
|
//
|
||
|
EnableFaceControl( &m_Faces, TRUE );
|
||
|
EnableFaceControl( &m_FacesSpin, TRUE );
|
||
|
}
|
||
|
else if (iTool == TOOL_ENTITY)
|
||
|
{
|
||
|
//
|
||
|
// load entity categories and items
|
||
|
//
|
||
|
LoadEntityCategories();
|
||
|
m_CategoryList.SelectString( -1, m_PrevSel[iPrevSel].entity.strCategory );
|
||
|
LoadEntityItems();
|
||
|
|
||
|
m_CreateList.SelectItem( m_PrevSel[iPrevSel].entity.strItem );
|
||
|
OnTextChanged( m_PrevSel[iPrevSel].entity.strItem );
|
||
|
iEntitySel = FindGameDataClass( m_PrevSel[iPrevSel].entity.strItem );
|
||
|
|
||
|
// hide/show appropriate controls
|
||
|
DoHideControls();
|
||
|
|
||
|
//
|
||
|
// enable/disable face controls
|
||
|
//
|
||
|
EnableFaceControl( &m_Faces, TRUE );
|
||
|
EnableFaceControl( &m_FacesSpin, TRUE );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
m_CategoryList.ResetContent();
|
||
|
m_CreateList.Clear();
|
||
|
DoHideControls();
|
||
|
}
|
||
|
}
|