Descent3/editor/TextureGrWnd.h
2024-06-15 20:12:48 +02:00

150 lines
4.1 KiB
C++

/*
* 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 <http://www.gnu.org/licenses/>.
--- HISTORICAL COMMENTS FOLLOW ---
* $Logfile: /DescentIII/Main/editor/TextureGrWnd.h $
* $Revision: 1.1.1.1 $
* $Date: 2003-08-26 03:57:39 $
* $Author: kevinb $
*
* Texture View Window
*
* $Log: not supported by cvs2svn $
*
* 5 3/02/99 6:03p Jason
* added opengl prototypes
*
* 4 12/21/98 11:30p Matt
* Added names for objects
*
* 3 1/06/98 1:27p Matt
* Cleaned up interfaces to rendering routines, deleted unused code, etc.
*
* 2 9/03/97 8:00p Samir
* Implemented most of the fixes for the object moving system.
*
* 14 6/30/97 12:48p Jeff
* Added right-click popup menu stufff
*
* 13 6/30/97 11:34a Jeff
*
* 12 6/05/97 6:58p Jason
* added more megacell functionality
*
* 11 4/09/97 2:00p Jason
* moved DrawAllPaths function to gamepath where it belongs
*
* 10 4/08/97 10:42a Jason
* implemented path following interface
*
* 9 3/20/97 11:55a Jason
* changes for terrain editing/drawing
*
* 8 2/19/97 11:06a Samir
* Only flip screen if we rendered but did not hit the left button down
* key to prevent green screen flash.
*
* 7 2/18/97 7:57p Matt
* Added code to select a segment by clicking on it in the texture-mapped
* window
*
* 6 1/30/97 6:44p Samir
* Added handlers for Caption bar drawing
*
* $NoKeywords: $
*/
// TextureGrWnd.h : header file
//
#ifndef M_TEXTUREGRWND_H
#define M_TEXTUREGRWND_H
#include "GrWnd.h"
#include "vecmat.h"
/////////////////////////////////////////////////////////////////////////////
// CTextureGrWnd window
class CTextureGrWnd : public CGrWnd {
// Construction
public:
CTextureGrWnd();
// Attributes
public:
// Operations
public:
// note RECT is not const. This means that the rect we get back will be changed
// to the actual rect encompassing the window
BOOL Create(RECT &rect, BOOL movable, CWnd *pParent);
void Render();
bool SetupPopup(CMenu *popup, char *title);
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CTextureGrWnd)
protected:
virtual BOOL OnCommand(WPARAM wParam, LPARAM lParam);
//}}AFX_VIRTUAL
// Implementation
public:
virtual ~CTextureGrWnd();
private:
int CTextureGrWnd::TGWFindRoomFace(int x, int y, int *roomnum, int *facenum);
int CTextureGrWnd::TGWFindLightmapFace(int x, int y, int *roomnum, int *facenum, int *lumel_num);
void CTextureGrWnd::TGWRenderMine(vector *pos, matrix *orient, float zoom, int start_roomnum);
// Generated message map functions
protected:
//{{AFX_MSG(CTextureGrWnd)
afx_msg void OnSize(UINT nType, int cx, int cy);
afx_msg void OnPaint();
afx_msg void OnDestroy();
afx_msg void OnMove(int x, int y);
afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
afx_msg void OnSysCommand(UINT nID, LPARAM lParam);
afx_msg BOOL OnNcActivate(BOOL bActive);
afx_msg void OnNcPaint();
afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
afx_msg void OnMouseMove(UINT nFlags, CPoint point);
afx_msg void OnRButtonDown(UINT nFlags, CPoint point);
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
private:
BOOL m_Movable; // is this floating?
BOOL m_StartFlip; // shall we flip the screen when getting to OnPaint.
vector m_ViewPos;
matrix m_ViewMatrix; // these are used by the object mover.
// for FindRoomFace()
vector m_last_viewer_eye;
matrix m_last_viewer_orient;
float m_last_zoom;
int m_last_start_room;
void TexGrStartOpenGL();
void TexGrStopOpenGL();
};
/////////////////////////////////////////////////////////////////////////////
#endif