Serious-Engine/Sources/SeriousSkaStudio/SeriousSkaStudio.h

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2016-03-12 01:20:51 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
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, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
2016-03-11 14:57:17 +01:00
// SeriousSkaStudio.h : main header file for the SERIOUSSKASTUDIO application
//
#if !defined(AFX_SERIOUSSKASTUDIO_H__0D873E27_F3AF_4EC5_B1AE_B0F330DB5848__INCLUDED_)
#define AFX_SERIOUSSKASTUDIO_H__0D873E27_F3AF_4EC5_B1AE_B0F330DB5848__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#ifndef __AFXWIN_H__
#error include 'stdafx.h' before including this file for PCH
#endif
#include "resource.h" // main symbols
#include "DlgClient.h"
#include "SeriousSkaStudioDoc.h"
#include "SeriousSkaStudioView.h"
#include "DlgBarTreeView.h"
/////////////////////////////////////////////////////////////////////////////
// CSeriousSkaStudioApp:
// See SeriousSkaStudio.cpp for the implementation of this class
//
#define FILTER_ASCII "ASCII files (*.aal,*.asl,*.aml)\0*.aal;*.aml;*.asl\0"
#define FILTER_MESH "Mesh ASCII files (*.am)\0*.am;\0"
#define FILTER_SKELETON "Skeleton ASCII files (*.as)\0*.as;\0"
#define FILTER_ANIMATION "Animation ASCII files (*.aa)\0*.aa;\0"
#define FILTER_TEXTURE "Texture files (*.tex)\0*.tex;\0"
#define FILTER_MESH_LIST "Mesh list files (*.aml)\0*.aml;\0"
#define FILTER_SKELETON_LIST "Skeleton list files (*.asl)\0*.asl;\0"
#define FILTER_ANIMSET_LISTS "AnimSet list files (*.aal)\0*.aal;\0"
#define STRETCH_BUTTON_INDEX 22
#define NT_MODELINSTANCE 0
#define NT_MESHLODLIST 1
#define NT_MESHLOD 2
#define NT_TEXINSTANCE 3
#define NT_SKELETONLODLIST 4
#define NT_SKELETONLOD 5
#define NT_BONE 6
#define NT_ANIMSET 7
#define NT_ANIMATION 8
#define NT_ANIM_BONEENV 9
#define NT_COLISIONBOX 10
#define NT_ALLFRAMESBBOX 11
#define NT_MESHSURFACE 12
class CSeriousSkaStudioApp : public CWinApp
{
public:
CMultiDocTemplate* m_pdtDocTemplate;
CSeriousSkaStudioApp();
BOOL SubInitInstance();
CSeriousSkaStudioDoc *GetDocument();
CSeriousSkaStudioView *GetActiveView(void);
void NotificationMessage(const char *strFormat, ...);
void ErrorMessage(const char *strFormat, ...);
void ReloadRootModelInstance();
void UpdateRootModelInstance();
void ReselectCurrentItem();
void DisableRendering();
void EnableRendering();
INDEX GetDisableRenderRequests();
CModelInstance *OnAddNewModelInstance();
CModelInstance *OnOpenExistingInstance(CTString strModelInstance);
void AddEmptyListsToModelInstance(CModelInstance &mi);
// save root model instance with children and all binary files
void SaveRootModel();
// save as different smc file
void SaveRootModelAs();
// save model instance with children and all binary files
void SaveModel(CModelInstance &mi);
BOOL SaveModelAs(CModelInstance *pmi);
void SaveSmcFile(CModelInstance &mi,BOOL bSaveChildren);
BOOL SaveMeshListFile(MeshInstance &mshi, BOOL bConvert);
BOOL SaveSkeletonListFile(CSkeleton &skl, BOOL bConvert);
BOOL SaveAnimSetFile(CAnimSet &as, BOOL bConvert);
void SaveShaderParams_t(MeshLOD *pmlod,CTFileName fnShaderParams);
void SaveModelInstance_t(CModelInstance *pmi,CModelInstance *pmiParent,CTFileStream &ostrFile,BOOL bSaveChildren);
void SaveMeshInstance_t(MeshInstance &mshi,CTFileStream &ostrFile);
void SaveSkeletonList_t(CSkeleton &skl,CTFileStream &ostrFile);
void SaveAnimSet_t(CAnimSet &as,CTFileStream &ostrFile);
BOOL ConvertAnimationInAnimSet(CAnimSet *pas,Animation *pan);
BOOL ConvertMesh(CTFileName fnMesh);
BOOL ConvertSkeleton(CTFileName fnSkeleton);
BOOL ConvertAnimSet(CTFileName fnAnimSet);
// get pointer to error listctrl
CListCtrl *GetErrorList();
BOOL IsErrorDlgVisible();
SIZE GetLogDlgSize();
INDEX GetErrorDlgWidth();
void ShowErrorDlg(BOOL bShow);
// dockable dialog that with tree
CDlgBarTreeView m_dlgBarTreeView;
// CDlgTemplate m_dlgErrorList;
CDialogBar m_dlgErrorList;
BOOL bAppInitialized;
// array that holds info about every node in tree view
CStaticStackArray<struct NodeInfo> aNodeInfo;
// currently selected bone
INDEX iSelectedBoneID;
// is flag for showing colision boxes tured on
BOOL bShowAnimQueue;
CTextureObject toGroundTexture;
// if a child is maximized only it is draw
BOOL bChildrenMaximized;
CModelInstance *pmiLight;
private:
INDEX ctNoRenderRequests;
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CSeriousSkaStudioApp)
public:
virtual BOOL InitInstance();
virtual BOOL OnIdle(LONG lCount);
virtual int Run();
virtual int ExitInstance();
//}}AFX_VIRTUAL
// Implementation
//{{AFX_MSG(CSeriousSkaStudioApp)
afx_msg void OnAppAbout();
afx_msg void OnFileOpen();
afx_msg void OnFileNew();
afx_msg void OnImportConvert();
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
extern CSeriousSkaStudioApp theApp;
extern BOOL StartParser(CTString fnParseFile);
// selected model instance in tree view
extern CModelInstance *pmiSelected;
/////////////////////////////////////////////////////////////////////////////
//{{AFX_INSERT_LOCATION}}
// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
#endif // !defined(AFX_SERIOUSSKASTUDIO_H__0D873E27_F3AF_4EC5_B1AE_B0F330DB5848__INCLUDED_)