mirror of
https://github.com/kevinbentley/Descent3.git
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150 lines
4.1 KiB
C++
150 lines
4.1 KiB
C++
/*
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* Descent 3
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* Copyright (C) 2024 Parallax Software
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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--- HISTORICAL COMMENTS FOLLOW ---
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* $Logfile: /DescentIII/Main/editor/TextureGrWnd.h $
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* $Revision: 1.1.1.1 $
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* $Date: 2003-08-26 03:57:39 $
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* $Author: kevinb $
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*
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* Texture View Window
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*
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* $Log: not supported by cvs2svn $
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*
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* 5 3/02/99 6:03p Jason
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* added opengl prototypes
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*
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* 4 12/21/98 11:30p Matt
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* Added names for objects
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*
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* 3 1/06/98 1:27p Matt
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* Cleaned up interfaces to rendering routines, deleted unused code, etc.
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*
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* 2 9/03/97 8:00p Samir
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* Implemented most of the fixes for the object moving system.
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*
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* 14 6/30/97 12:48p Jeff
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* Added right-click popup menu stufff
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*
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* 13 6/30/97 11:34a Jeff
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*
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* 12 6/05/97 6:58p Jason
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* added more megacell functionality
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*
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* 11 4/09/97 2:00p Jason
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* moved DrawAllPaths function to gamepath where it belongs
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*
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* 10 4/08/97 10:42a Jason
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* implemented path following interface
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*
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* 9 3/20/97 11:55a Jason
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* changes for terrain editing/drawing
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*
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* 8 2/19/97 11:06a Samir
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* Only flip screen if we rendered but did not hit the left button down
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* key to prevent green screen flash.
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*
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* 7 2/18/97 7:57p Matt
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* Added code to select a segment by clicking on it in the texture-mapped
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* window
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*
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* 6 1/30/97 6:44p Samir
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* Added handlers for Caption bar drawing
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*
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* $NoKeywords: $
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*/
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// TextureGrWnd.h : header file
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//
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#ifndef M_TEXTUREGRWND_H
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#define M_TEXTUREGRWND_H
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#include "GrWnd.h"
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#include "vecmat.h"
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/////////////////////////////////////////////////////////////////////////////
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// CTextureGrWnd window
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class CTextureGrWnd : public CGrWnd {
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// Construction
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public:
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CTextureGrWnd();
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// Attributes
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public:
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// Operations
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public:
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// note RECT is not const. This means that the rect we get back will be changed
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// to the actual rect encompassing the window
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BOOL Create(RECT &rect, BOOL movable, CWnd *pParent);
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void Render();
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bool SetupPopup(CMenu *popup, char *title);
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CTextureGrWnd)
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protected:
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virtual BOOL OnCommand(WPARAM wParam, LPARAM lParam);
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//}}AFX_VIRTUAL
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// Implementation
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public:
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virtual ~CTextureGrWnd();
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private:
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int CTextureGrWnd::TGWFindRoomFace(int x, int y, int *roomnum, int *facenum);
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int CTextureGrWnd::TGWFindLightmapFace(int x, int y, int *roomnum, int *facenum, int *lumel_num);
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void CTextureGrWnd::TGWRenderMine(vector *pos, matrix *orient, float zoom, int start_roomnum);
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// Generated message map functions
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protected:
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//{{AFX_MSG(CTextureGrWnd)
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afx_msg void OnSize(UINT nType, int cx, int cy);
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afx_msg void OnPaint();
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afx_msg void OnDestroy();
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afx_msg void OnMove(int x, int y);
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afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct);
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afx_msg void OnSysCommand(UINT nID, LPARAM lParam);
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afx_msg BOOL OnNcActivate(BOOL bActive);
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afx_msg void OnNcPaint();
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afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
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afx_msg void OnMouseMove(UINT nFlags, CPoint point);
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afx_msg void OnRButtonDown(UINT nFlags, CPoint point);
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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private:
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BOOL m_Movable; // is this floating?
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BOOL m_StartFlip; // shall we flip the screen when getting to OnPaint.
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vector m_ViewPos;
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matrix m_ViewMatrix; // these are used by the object mover.
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// for FindRoomFace()
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vector m_last_viewer_eye;
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matrix m_last_viewer_orient;
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float m_last_zoom;
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int m_last_start_room;
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void TexGrStartOpenGL();
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void TexGrStopOpenGL();
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};
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/////////////////////////////////////////////////////////////////////////////
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#endif
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