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https://github.com/nillerusr/source-engine.git
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335 lines
9.0 KiB
C++
335 lines
9.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A page in a tabbed dialog that allows the editing of face properties.
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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 "MainFrm.h"
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#include "GlobalFunctions.h"
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#include "FaceEditSheet.h"
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#include "MapSolid.h"
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#include "MapFace.h"
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#include "MapDisp.h"
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#include "ToolManager.h"
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#include "mapdoc.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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IMPLEMENT_DYNAMIC( CFaceEditSheet, CPropertySheet )
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BEGIN_MESSAGE_MAP( CFaceEditSheet, CPropertySheet )
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//{{AFX_MSG_MAP( CFaceEdtiSheet )
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ON_WM_CLOSE()
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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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CFaceEditSheet::CFaceEditSheet( LPCTSTR pszCaption, CWnd *pParentWnd, UINT iSelectPage ) :
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CPropertySheet( pszCaption, pParentWnd, iSelectPage )
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{
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m_ClickMode = -1;
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m_bEnableUpdate = true;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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CFaceEditSheet::~CFaceEditSheet()
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{
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CFaceEditSheet::SetupPages( void )
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{
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//
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// add pages to sheet
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//
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AddPage( &m_MaterialPage );
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AddPage( &m_DispPage );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CFaceEditSheet::Setup( void )
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{
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SetupPages();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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BOOL CFaceEditSheet::Create( CWnd *pParentWnd )
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{
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if( !CPropertySheet::Create( pParentWnd ) )
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return FALSE;
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//
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// touch all pages so they create the hWnd for each
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//
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SetActivePage( &m_DispPage );
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SetActivePage( &m_MaterialPage );
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//
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// initialize the pages
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//
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m_MaterialPage.Init();
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// m_DispPage.Init();
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return TRUE;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Disables window updates when adding a large number of faces to the
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// dialog at once. When updates are re-enabled, the window is updated.
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// Input : bEnable - true to enable updates, false to disable them.
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//-----------------------------------------------------------------------------
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void CFaceEditSheet::EnableUpdate( bool bEnable )
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{
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bool bOld = m_bEnableUpdate;
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m_bEnableUpdate = bEnable;
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if( ( bEnable ) && ( !bOld ) )
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{
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m_MaterialPage.UpdateDialogData();
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called when a new material is detected.
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//-----------------------------------------------------------------------------
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void CFaceEditSheet::NotifyNewMaterial( IEditorTexture *pTex )
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{
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m_MaterialPage.NotifyNewMaterial( pTex );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Clear the face list.
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//-----------------------------------------------------------------------------
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void CFaceEditSheet::ClearFaceList( void )
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{
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//
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// reset selection state of all faces currently in the list
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//
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for( int i = 0; i < m_Faces.Count(); i++ )
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{
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m_Faces[i].pMapFace->SetSelectionState( SELECT_NONE );
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EditDispHandle_t handle = m_Faces[i].pMapFace->GetDisp();
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CMapDisp *pDisp = EditDispMgr()->GetDisp( handle );
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if( pDisp )
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{
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pDisp->ResetTexelHitIndex();
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}
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}
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//
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// reset the list
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//
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m_Faces.Purge();
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CMapDoc *pDoc = CMapDoc::GetActiveMapDoc();
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if ( pDoc )
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pDoc->UpdateAllViews( MAPVIEW_UPDATE_ONLY_3D );
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}
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void CFaceEditSheet::ClearFaceListByMapDoc( CMapDoc *pDoc )
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{
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// Remove any faces from our list that came from this CMapDoc.
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for( int i = 0; i < m_Faces.Count(); i++ )
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{
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if ( m_Faces[i].pMapDoc == pDoc )
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{
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m_Faces.Remove( i );
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--i;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Search for the given face in the face selection list. If found,
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// return the index of the face in the list. Otherwise, return -1.
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//-----------------------------------------------------------------------------
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int CFaceEditSheet::FindFaceInList( CMapFace *pFace )
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{
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for( int i = 0; i < m_Faces.Count(); i++ )
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{
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if( m_Faces[i].pMapFace == pFace )
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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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// It is really lame that I have to have material/displacement specific code
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// here! It is unfortunately necessary - see CMapDoc (SelectFace). ClickFace
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// not only specifies face selection (which it should do only!!!), but also
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// specifies the "mode" (material specific) of the click -- LAME!!!! This will
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// be a problem spot if/when we make face selection general. cab
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//-----------------------------------------------------------------------------
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void CFaceEditSheet::ClickFace( CMapSolid *pSolid, int faceIndex, int cmd, int clickMode )
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{
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//
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// set the click mode (either to new mode or previously used)
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//
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if( clickMode == -1 )
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{
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clickMode = m_ClickMode;
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}
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//
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// clear the face list?
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//
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if( cmd & cfClear )
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{
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ClearFaceList();
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}
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cmd &= ~cfClear;
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//
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// check for valid solid
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//
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if( !pSolid )
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return;
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//
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// check for face in list, -1 from FindFaceInList indicates face not found
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//
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CMapFace *pFace = pSolid->GetFace( faceIndex );
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int selectIndex = FindFaceInList( pFace );
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bool bFoundInList = ( selectIndex != -1 );
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//
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// handle the face list selection
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//
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if( ( clickMode == ModeSelect ) || ( clickMode == ModeLiftSelect ) )
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{
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// toggle selection if necessary
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if( cmd == cfToggle )
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{
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cmd = bFoundInList ? cfUnselect : cfSelect;
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}
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CMapDoc *pDoc = CMapDoc::GetActiveMapDoc();
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if( ( cmd == cfSelect ) && !bFoundInList )
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{
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// add face to list
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StoredFace_t sf;
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sf.pMapDoc = pDoc;
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sf.pMapFace = pFace;
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sf.pMapSolid = pSolid;
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m_Faces.AddToTail( sf );
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pFace->SetSelectionState( SELECT_NORMAL );
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}
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else if( ( cmd == cfUnselect ) && bFoundInList )
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{
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// remove from list
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m_Faces.Remove( selectIndex );
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pFace->SetSelectionState( SELECT_NONE );
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EditDispHandle_t handle = pFace->GetDisp();
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CMapDisp *pDisp = EditDispMgr()->GetDisp( handle );
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if( pDisp )
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{
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pDisp->ResetTexelHitIndex();
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}
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}
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if ( pDoc )
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pDoc->UpdateAllViews( MAPVIEW_UPDATE_ONLY_3D );
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}
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//
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// pass to children (pages)
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//
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m_MaterialPage.ClickFace( pSolid, faceIndex, cmd, clickMode );
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m_DispPage.ClickFace( pSolid, faceIndex, cmd, clickMode );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CFaceEditSheet::SetVisibility( bool bVisible )
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{
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if( bVisible )
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{
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ShowWindow( SW_SHOW );
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SetActivePage( &m_DispPage ); // gross hack to active the default button!!!!
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SetActivePage( &m_MaterialPage );
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m_MaterialPage.UpdateDialogData();
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m_DispPage.UpdateDialogData();
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}
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else
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{
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ShowWindow( SW_HIDE );
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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BOOL CFaceEditSheet::PreTranslateMessage( MSG *pMsg )
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{
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HACCEL hAccel = GetMainWnd()->GetAccelTable();
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if( !(hAccel && ::TranslateAccelerator( GetMainWnd()->m_hWnd, hAccel, pMsg ) ) )
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{
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if (IsDialogMessage(pMsg))
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{
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return(TRUE);
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}
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return CWnd::PreTranslateMessage( pMsg );
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}
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return TRUE;
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CFaceEditSheet::OnClose( void )
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{
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// make sure all dialogs are closed upon exit!!
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m_DispPage.CloseAllDialogs();
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m_DispPage.ResetForceShows();
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// toggle the face edit sheet and texture bar!
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GetMainWnd()->ShowFaceEditSheetOrTextureBar( false );
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// Force the material page to the original tool. This will clear out all
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// dialogs
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m_MaterialPage.SetMaterialPageTool( CFaceEditMaterialPage::MATERIALPAGETOOL_MATERIAL );
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// set the tool pointer as default tool
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ToolManager()->SetTool(TOOL_POINTER);
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CFaceEditSheet::CloseAllPageDialogs( void )
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{
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// Make sure all dialogs are closed upon exit!
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m_DispPage.CloseAllDialogs();
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m_DispPage.ResetForceShows();
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CFaceEditSheet::UpdateControls( void )
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{
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// Currently this is only needed for the material page.
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m_MaterialPage.UpdateDialogData();
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}
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