mirror of
https://github.com/nillerusr/source-engine.git
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443 lines
11 KiB
C++
443 lines
11 KiB
C++
//========= 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 "TextureBar.h"
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#include "ControlBarIDs.h"
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#include "StockSolids.h"
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#include "MainFrm.h"
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#include "MapDoc.h"
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#include "GlobalFunctions.h"
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#include "History.h"
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#include "IEditorTexture.h"
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#include "Options.h"
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#include "ReplaceTexDlg.h"
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#include "TextureBrowser.h"
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#include "TextureSystem.h"
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#include "Selection.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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BEGIN_MESSAGE_MAP(CTextureBar, CHammerBar)
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ON_CBN_SELCHANGE(IDC_TEXTURES, OnSelChangeTexture)
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ON_UPDATE_COMMAND_UI(IDC_TEXTURES, UpdateControl)
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ON_CBN_SELCHANGE(IDC_TEXTUREGROUPS, OnChangeTextureGroup)
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ON_UPDATE_COMMAND_UI(IDC_TEXTUREGROUPS, UpdateControl)
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ON_BN_CLICKED(IDC_BROWSE, OnBrowse)
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ON_UPDATE_COMMAND_UI(IDC_BROWSE, UpdateControl)
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ON_BN_CLICKED(IDC_REPLACE, OnReplace)
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ON_UPDATE_COMMAND_UI(IDC_REPLACE, UpdateControl)
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ON_WM_WINDOWPOSCHANGED()
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END_MESSAGE_MAP()
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static char szDefaultTexture[128];
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static char szNullTexture[128] = {"editor/obsolete"};
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : LPCTSTR
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//-----------------------------------------------------------------------------
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void SetDefaultTextureName( const char *szTexName )
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{
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int length = strlen( szTexName );
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Assert( length < 128 );
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strcpy( szDefaultTexture, szTexName );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : LPCTSTR
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//-----------------------------------------------------------------------------
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LPCTSTR GetDefaultTextureName(void)
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{
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return szDefaultTexture;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : LPCTSTR
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//-----------------------------------------------------------------------------
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LPCTSTR GetNullTextureName()
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{
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return szNullTexture;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pParentWnd -
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// IDD -
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// iBarID -
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// Output : Returns TRUE on success, FALSE on failure.
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//-----------------------------------------------------------------------------
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BOOL CTextureBar::Create(CWnd *pParentWnd, int IDD, int iBarID)
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{
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m_pCurTex = NULL;
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if (!CHammerBar::Create(pParentWnd, IDD, CBRS_RIGHT, iBarID))
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{
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return(FALSE);
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}
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SetWindowText("Textures");
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// set up controls
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m_TextureGroupList.SubclassDlgItem(IDC_TEXTUREGROUPS, this);
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m_TextureList.SubclassDlgItem(IDC_TEXTURES, this);
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m_TexturePic.SubclassDlgItem(IDC_TEXTUREPIC, this);
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NotifyGraphicsChanged();
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UpdateTexture();
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return(TRUE);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTextureBar::NotifyGraphicsChanged()
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{
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if (!IsWindow(m_hWnd))
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{
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return;
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}
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// load groups into group list
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CString str;
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int iCurSel = m_TextureGroupList.GetCurSel();
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if (iCurSel != LB_ERR)
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{
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m_TextureGroupList.GetLBText(iCurSel, str);
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}
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m_TextureGroupList.SetRedraw(FALSE);
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m_TextureGroupList.ResetContent();
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m_TextureGroupList.AddString("All Textures");
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int nCount = g_Textures.GroupsGetCount();
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if (nCount > 1)
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{
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//
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// Skip first group ("All Textures").
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//
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for (int i = 1; i < nCount; i++)
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{
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CTextureGroup *pGroup = g_Textures.GroupsGet(i);
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if (pGroup->GetTextureFormat() == g_pGameConfig->GetTextureFormat())
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{
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const char *p = strstr(pGroup->GetName(), "textures\\");
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if (p)
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{
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p += strlen("textures\\");
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}
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else
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{
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p = pGroup->GetName();
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}
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m_TextureGroupList.AddString(p);
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}
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}
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}
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m_TextureGroupList.SetRedraw(TRUE);
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if (iCurSel == LB_ERR || m_TextureGroupList.SelectString(-1, str) == LB_ERR)
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{
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m_TextureGroupList.SetCurSel(0);
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}
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m_TextureGroupList.Invalidate();
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char szName[MAX_PATH];
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m_TextureGroupList.GetLBText(m_TextureGroupList.GetCurSel(), szName);
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g_Textures.SetActiveGroup(szName);
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//
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// This is called when the loaded graphics list is changed,
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// or on first init by this->Create().
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//
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m_TextureList.LoadGraphicList();
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UpdateTexture();
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}
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void CTextureBar::NotifyNewMaterial( IEditorTexture *pTex )
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{
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m_TextureList.NotifyNewMaterial( pTex );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Disables the dialog controls when there's no active document.
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// Input : pCmdUI - Interface to control being updated.
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//-----------------------------------------------------------------------------
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void CTextureBar::UpdateControl(CCmdUI *pCmdUI)
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{
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pCmdUI->Enable(CMapDoc::GetActiveMapDoc() ? TRUE : FALSE);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handles user-initiated selection changes. Updates the control state
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// and adds the selected texture to the MRU list.
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//-----------------------------------------------------------------------------
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void CTextureBar::OnSelChangeTexture(void)
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{
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UpdateTexture();
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if (m_pCurTex != NULL)
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{
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m_TextureList.AddMRU(m_pCurTex);
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Updates the m_pTexture data member based on the current selection.
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// Also updates the window text and the texture picture.
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//-----------------------------------------------------------------------------
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void CTextureBar::UpdateTexture(void)
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{
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int iSel = m_TextureList.GetCurSel();
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if (iSel == LB_ERR)
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{
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m_TexturePic.SetTexture(NULL);
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m_pCurTex = NULL;
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return;
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}
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m_pCurTex = (IEditorTexture *)m_TextureList.GetItemDataPtr(iSel);
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m_TexturePic.SetTexture(m_pCurTex);
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if (m_pCurTex)
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{
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// Make sure the current material is loaded..
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m_pCurTex->Load();
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char szBuf[128];
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sprintf(szBuf, "%dx%d", m_pCurTex->GetWidth(), m_pCurTex->GetHeight());
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GetDlgItem(IDC_TEXTURESIZE)->SetWindowText(szBuf);
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m_pCurTex->GetShortName(szDefaultTexture);
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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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void CTextureBar::OnUpdateTexname(void)
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{
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// get texture window and set texture in there
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CString strTex;
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m_TextureList.GetWindowText(strTex);
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IEditorTexture *pTex = g_Textures.FindActiveTexture(strTex);
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m_TexturePic.SetTexture(pTex);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTextureBar::OnChangeTextureGroup(void)
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{
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int iGroup = m_TextureGroupList.GetCurSel();
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//
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// Set the active texture group by name.
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//
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char szName[MAX_PATH];
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m_TextureGroupList.GetLBText(iGroup, szName);
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g_Textures.SetActiveGroup(szName);
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//
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// Refresh the texture list contents.
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//
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m_TextureList.LoadGraphicList();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTextureBar::OnBrowse(void)
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{
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CTextureBrowser *pBrowser = GetMainWnd()->pTextureBrowser;
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int iSel = m_TextureList.GetCurSel();
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if (iSel != LB_ERR)
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{
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IEditorTexture *pTex = (IEditorTexture *)m_TextureList.GetItemDataPtr(iSel);
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if (pTex != NULL)
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{
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char sz[128];
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pTex->GetShortName(sz);
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pBrowser->SetInitialTexture(sz);
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}
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}
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if (pBrowser->DoModal() == IDOK)
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{
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IEditorTexture *pTex = g_Textures.FindActiveTexture(pBrowser->m_cTextureWindow.szCurTexture);
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if (pTex != NULL)
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{
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int iCount = m_TextureList.GetCount();
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for (int i = 0; i < iCount; i++)
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{
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if (pTex == (IEditorTexture *)m_TextureList.GetItemDataPtr(i))
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{
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m_TextureList.SetCurSel(i);
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UpdateTexture();
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m_TextureList.AddMRU(pTex);
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break;
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}
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Handles being shown or hidden.
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// Input : pPos - Information about show or hide state.
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//-----------------------------------------------------------------------------
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void CTextureBar::OnWindowPosChanged(WINDOWPOS *pPos)
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{
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if (GetMainWnd() != NULL)
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{
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//
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// Rebuild our MRU list if we are being shown, because it may
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// have changed since we were shown last.
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//
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if (pPos->flags & SWP_SHOWWINDOW)
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{
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m_TextureList.RebuildMRU();
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UpdateTexture();
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}
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}
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CHammerBar::OnWindowPosChanged(pPos);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Invokes the texture replace dialog.
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//-----------------------------------------------------------------------------
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void CTextureBar::OnReplace(void)
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{
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CMapDoc *pDoc = CMapDoc::GetActiveMapDoc();
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if (!pDoc)
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{
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return;
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}
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CReplaceTexDlg dlg(pDoc->GetSelection()->GetCount());
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dlg.m_strFind = GetDefaultTextureName();
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if (dlg.DoModal() != IDOK)
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{
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return;
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}
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GetHistory()->MarkUndoPosition(pDoc->GetSelection()->GetList(), "Replace Textures");
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dlg.DoReplaceTextures();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Selects a texture by name.
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// Input : pszTextureName - Texture name to select.
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//-----------------------------------------------------------------------------
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void CTextureBar::SelectTexture(LPCSTR pszTextureName)
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{
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int nIndex = m_TextureList.SelectString(-1, pszTextureName);
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//
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// If the texture is not in the list, add it to the list.
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//
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if (nIndex == LB_ERR)
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{
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IEditorTexture *pTex = g_Textures.FindActiveTexture(pszTextureName);
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if (pTex != NULL)
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{
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nIndex = m_TextureList.AddString(pszTextureName);
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m_TextureList.SetItemDataPtr(nIndex, pTex);
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m_TextureList.SetCurSel(nIndex);
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}
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}
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UpdateTexture();
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if (nIndex != LB_ERR)
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{
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IEditorTexture *pTex = (IEditorTexture *)m_TextureList.GetItemDataPtr(nIndex);
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m_TextureList.AddMRU(pTex);
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}
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}
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//-----------------------------------------------------------------------------
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// This class renders a given IEditorTexture in its OnPaint handler. It is used in the
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// texture Find/Replace dialog, the Face Properties dialog, and the texture bar.
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//-----------------------------------------------------------------------------
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BEGIN_MESSAGE_MAP(wndTex, CStatic)
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ON_WM_PAINT()
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END_MESSAGE_MAP()
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//-----------------------------------------------------------------------------
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// Purpose: Sets the texture to render in the window.
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// Input : pTex - Texture to render when painting this window.
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//-----------------------------------------------------------------------------
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void wndTex::SetTexture(IEditorTexture *pTex)
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{
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m_pTexture = pTex;
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Invalidate();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Paints the texture image (if any) in the window. If not, just fills
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// with gray.
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//-----------------------------------------------------------------------------
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void wndTex::OnPaint(void)
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{
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// texturewindow.cpp:
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CPaintDC dc(this);
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CRect r;
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GetClientRect(r);
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if (!m_pTexture)
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{
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FillRect(dc.m_hDC, r, HBRUSH(GetStockObject(BLACK_BRUSH)));
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return;
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}
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m_pTexture->Load();
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DrawTexData_t DrawTexData;
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DrawTexData.nFlags = drawResizeAlways;
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dc.SelectPalette(m_pTexture->HasPalette() ? m_pTexture->GetPalette() : g_pGameConfig->Palette, FALSE);
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dc.RealizePalette();
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m_pTexture->Draw(&dc, r, 0, 0, DrawTexData);
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}
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