/* * Descent 3 * Copyright (C) 2024 Parallax Software * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . --- HISTORICAL COMMENTS FOLLOW --- * $Logfile: /DescentIII/Main/editor/roomkeypaddialog.h $ * $Revision: 1.1.1.1 $ * $Date: 2003-08-26 03:57:38 $ * $Author: kevinb $ * * Room keypad * * $Log: not supported by cvs2svn $ * * 35 10/21/99 1:33p Jeff * added checkbox to prevent certain rooms from lighting * * 34 4/29/99 5:44p Chris * Added the check for bad center points * * 33 4/28/99 1:39p Chris * Added the ability to block portals * * 32 4/14/99 7:21p Jason * added secret room checkbox * * 31 4/03/99 7:55p Matt * Use new keypad update system instead of timer to update. * * 30 3/31/99 5:15p Matt * Added checkboxes on the room tab to control rendering of faces based on * shell flag. * * 29 3/31/99 11:34a Matt * Got rid of unused forcefield checkbox on room tab * * 28 2/03/99 5:48p Matt * Added room damage system * * 27 1/08/99 5:37p Samir * reverb values per room. * * 26 12/22/98 2:03p Matt * Added room names, and made rooms not compress so that room numbers are * suitable for persistant uses. * * 25 10/06/98 6:08p Jason * added RF_TRIANGULATE so that special rooms (with non-planar UVS) can be * drawn correctly * * 24 10/04/98 2:35p Matt * Added debug options to limit rendering * * 23 8/28/98 6:21p Matt * Added a function to flip a face. * * 22 8/27/98 7:16p Jason * changes to dialog * * 21 8/17/98 6:40p Matt * Added ambient sound system * * 20 7/20/98 4:46p Jason * added BOA vis table stuff * * 19 7/16/98 12:06p Jason * added special flags to room structure * * 18 3/16/98 6:41p Jason * added goal room stuff * * 17 3/06/98 3:23p Jason * added lighting from satellites to indoor rooms * * 16 2/10/98 7:46p Matt * Added roompad check boxes for fuelcen and goals * * 15 2/10/98 1:12p Jason * added forcefields and saturating walls * * 14 11/05/97 9:31p Jason * made render_external_rooms button work * * 13 10/01/97 7:49p Matt * Added "External Room" checkbox on room keypad * * 12 9/14/97 9:48p Matt * Made CEditorView a friend class * * 11 9/10/97 5:13p Matt * Made small portal change to room keypad * * 10 9/06/97 10:53p Matt * Added portal stuff to room keypad * * 9 9/06/97 3:14p Matt * Added button to go to next portal * Added separate face & vert count displays for current room & cur * palette room * Use new PrintToDsgItem() function * * 8 9/02/97 12:14p Samir * Fixed scrolling. * * 7 8/29/97 3:57p Samir * This should add scrolling support. * * 6 8/21/97 5:59p Matt * Added next vertex & combine faces functions * * 5 8/01/97 4:56p Jason * added face moving * * 4 8/01/97 12:50p Jason * added code to support scaling of rooms/faces/edges * * 3 7/31/97 3:31p Jason * added functions to rotate portal rooms * * 3 6/27/97 4:15p Jason * added room stuff * * 2 6/27/97 3:10p Jason * added groovy stuff for rooms * * 1 6/27/97 11:38a Samir * Initial rev. * * $NoKeywords: $ */ #if !defined(AFX_ROOMKEYPADDIALOG_H__DDBE5AC1_EEDC_11D0_941E_00000000E8E8__INCLUDED_) #define AFX_ROOMKEYPADDIALOG_H__DDBE5AC1_EEDC_11D0_941E_00000000E8E8__INCLUDED_ #if _MSC_VER >= 1000 #pragma once #endif // _MSC_VER >= 1000 // RoomKeypadDialog.h : header file // #include "KeypadDialog.h" ///////////////////////////////////////////////////////////////////////////// // CRoomKeypadDialog dialog class CRoomKeypadDialog : public CKeypadDialog { // Construction public: CRoomKeypadDialog(CWnd *pParent = NULL); // standard constructor void UpdateKeypad(int mask); virtual void RunKeypadFunction(int code); // Dialog Data //{{AFX_DATA(CRoomKeypadDialog) enum { IDD = IDD_ROOMKEYPAD }; // NOTE: the ClassWizard will add data members here //}}AFX_DATA // Overrides // ClassWizard generated virtual function overrides //{{AFX_VIRTUAL(CRoomKeypadDialog) protected: virtual void DoDataExchange(CDataExchange *pDX); // DDX/DDV support //}}AFX_VIRTUAL // Implementation protected: // Generated message map functions //{{AFX_MSG(CRoomKeypadDialog) afx_msg void OnLoadRoom(); afx_msg void OnSaveRoomLocally(); afx_msg void OnSelendokRoomPulldown(); afx_msg void OnPaint(); afx_msg BOOL OnHelpInfo(HELPINFO *pHelpInfo); afx_msg void OnMarkRoom(); afx_msg void OnRoompadRotateLeft(); afx_msg void OnRoompadRotateRight(); afx_msg void OnRoompadPitchForward(); afx_msg void OnRoompadPitchBackward(); afx_msg void OnRoompadBankRight(); afx_msg void OnRoompadBankLeft(); afx_msg void OnRoompadNextEdge(); afx_msg void OnRoompadExpandRoom(); afx_msg void OnRoompadContractRoom(); afx_msg void OnRoompadExpandFace(); afx_msg void OnRoompadContractFace(); afx_msg void OnRoompadExpandEdge(); afx_msg void OnRoompadContractEdge(); afx_msg void OnRoompadMoveForward(); afx_msg void OnRoompadMoveBackward(); afx_msg void OnRoompadMoveRight(); afx_msg void OnRoompadMoveLeft(); afx_msg void OnRoompadMoveUp(); afx_msg void OnRoompadMoveDown(); afx_msg void OnRoompadNextVertex(); afx_msg void OnRoompadCombineFaces(); afx_msg void OnHScroll(UINT nSBCode, UINT nPos, CScrollBar *pScrollBar); afx_msg void OnVScroll(UINT nSBCode, UINT nPos, CScrollBar *pScrollBar); afx_msg void OnSize(UINT nType, int cx, int cy); afx_msg void OnRoompadNextPortal(); virtual BOOL OnInitDialog(); afx_msg void OnRenderPortalFaces(); afx_msg void OnEnablePortalFlythrough(); afx_msg void OnExternalRoom(); afx_msg void OnRenderExternalRooms(); afx_msg void OnNextFace(); afx_msg void OnRoompadGoal1(); afx_msg void OnRoompadGoal2(); afx_msg void OnRoompadRefuelingCenter(); afx_msg void OnTouchesOutside(); afx_msg void OnRoompadGoal3(); afx_msg void OnRoompadGoal4(); afx_msg void OnGoalfaceCheck(); afx_msg void OnSpecial1(); afx_msg void OnSpecial2(); afx_msg void OnSpecial3(); afx_msg void OnSpecial4(); afx_msg void OnSpecial5(); afx_msg void OnSpecial6(); afx_msg void OnBoaVisButton(); afx_msg void OnSelendokRoomAmbient(); afx_msg void OnMirrorButton(); afx_msg void OnNoMirrorButton(); afx_msg void OnRoompadFlipFace(); afx_msg void OnRoompadNoDrawTerrain(); afx_msg void OnRoompadOneRoomOnly(); afx_msg void OnTriangulate(); afx_msg void OnEditName(); afx_msg void OnSelchangeRoomEnvaudio(); afx_msg void OnKillfocusRoompadDamage(); afx_msg void OnSelchangeRoompadDamageType(); afx_msg void OnRenderShell(); afx_msg void OnRenderNonShell(); afx_msg void OnSecretCheck(); afx_msg void OnPortalBlockedCheck(); afx_msg void OnPortalBlockedCanGoAwayCheck(); afx_msg void OnBadCenterpoints(); afx_msg void OnRoomSkipLighting(); //}}AFX_MSG DECLARE_MESSAGE_MAP() private: void LoadSettings(); void SaveSettings(); static int m_Instances; // number of instances of this keypad. void UpdateDialog(); friend class CEditorView; }; //{{AFX_INSERT_LOCATION}} // Microsoft Developer Studio will insert additional declarations immediately before the previous line. #endif // !defined(AFX_ROOMKEYPADDIALOG_H__DDBE5AC1_EEDC_11D0_941E_00000000E8E8__INCLUDED_)