Serious-Engine/Sources/SeriousSkaStudio/TextBox.cpp

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
// TextBox.cpp : implementation file
//
#include "stdafx.h"
#include "seriousskastudio.h"
#include "TextBox.h"
#include <Engine/Templates/Stock_CMesh.h>
#include <Engine/Templates/Stock_CSkeleton.h>
#ifdef _DEBUG
#undef new
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CTextBox
CTextBox::CTextBox()
{
}
CTextBox::~CTextBox()
{
}
BEGIN_MESSAGE_MAP(CTextBox, CEdit)
//{{AFX_MSG_MAP(CTextBox)
ON_CONTROL_REFLECT(EN_CHANGE, OnChange)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// value changed in some text box
void CTextBox::ValueChanged()
{
CSeriousSkaStudioDoc *pDoc = theApp.GetDocument();
wchar_t wstrText[32];
// get value from text box
GetWindowText(wstrText,31);
CTString strText = CStringA(wstrText);
CModelTreeCtrl &m_TreeCtrl = theApp.m_dlgBarTreeView.m_TreeCtrl;
// get selected item in tree view
HTREEITEM hSelected = m_TreeCtrl.GetSelectedItem();
if(hSelected == NULL) return;
if(pmiSelected == NULL) return;
INDEX iSelected = m_TreeCtrl.GetItemData(hSelected);
INDEX iParent;
// get parent of selected item in tree view
HTREEITEM hParent = m_TreeCtrl.GetParentItem(hSelected);
// if no parent set iParent to = 1
if(hParent == NULL) iParent = -1;
else iParent = m_TreeCtrl.GetItemData(hParent);
NodeInfo &niSelected = theApp.aNodeInfo[iSelected];
FLOATmatrix3D mat;
FLOAT3D &vPos = pmiSelected->mi_qvOffset.vPos;
ANGLE3D aRot;
pmiSelected->mi_qvOffset.qRot.ToMatrix(mat);
DecomposeRotationMatrix(aRot,mat);
// colison
ColisionBox *pcb = NULL;
if(pmiSelected->mi_iCurentBBox >= 0 && pmiSelected->mi_iCurentBBox < pmiSelected->mi_cbAABox.Count()) {
pcb = &pmiSelected->mi_cbAABox[pmiSelected->mi_iCurentBBox];
}
if(niSelected.ni_iType == NT_ALLFRAMESBBOX) {
pcb = &pmiSelected->mi_cbAllFramesBBox;
}
FLOAT fOffset[6] = {vPos(1),vPos(2),vPos(3),aRot(1),aRot(2),aRot(3)};
INDEX ictrlID = GetDlgCtrlID();
switch(ictrlID)
{
case IDC_TB_OFFSET_POSX:
fOffset[0] = atof(strText);
// set offset of selected object
pmiSelected->SetOffset(fOffset);
break;
case IDC_TB_OFFSET_POSY:
fOffset[1] = atof(strText);
// set offset of selected object
pmiSelected->SetOffset(fOffset);
break;
case IDC_TB_OFFSET_POSZ:
fOffset[2] = atof(strText);
// set offset of selected object
pmiSelected->SetOffset(fOffset);
break;
case IDC_TB_OFFSET_ROTH:
fOffset[3] = atof(strText);
// set offset of selected object
pmiSelected->SetOffset(fOffset);
// refresh all text boxes for colision
theApp.m_dlgBarTreeView.SelItemChanged(hSelected);
break;
case IDC_TB_OFFSET_ROTP:
fOffset[4] = atof(strText);
// set offset of selected object
pmiSelected->SetOffset(fOffset);
// refresh all text boxes for colision
theApp.m_dlgBarTreeView.SelItemChanged(hSelected);
break;
case IDC_TB_OFFSET_ROTB:
fOffset[5] = atof(strText);
// set offset of selected object
pmiSelected->SetOffset(fOffset);
// refresh all text boxes for colision
theApp.m_dlgBarTreeView.SelItemChanged(hSelected);
break;
case IDC_EB_DISTANCE:
{
// set lod distance
if(niSelected.ni_iType == NT_SKELETONLOD)
{
// if no parent return
if(iParent < 0) return;
NodeInfo &niParent = theApp.aNodeInfo[iParent];
// get references to objects
CSkeleton *psk = (CSkeleton*)niParent.ni_pPtr;
SkeletonLOD *slod = (SkeletonLOD*)niSelected.ni_pPtr;
// change slods max distance
slod->slod_fMaxDistance = atof(strText);
theApp.UpdateRootModelInstance();
}
else if(niSelected.ni_iType == NT_MESHLOD)
{
// if no parent return
if(iParent < 0) return;
NodeInfo &niParent = theApp.aNodeInfo[iParent];
// get references to objects
MeshInstance *pmshi = (MeshInstance*)niParent.ni_pPtr;
MeshLOD *pmlod = (MeshLOD*)niSelected.ni_pPtr;
CMesh *pmesh = pmshi->mi_pMesh;
// change mlods max distance
pmlod->mlod_fMaxDistance = atof(strText);
theApp.UpdateRootModelInstance();
}
}
break;
case IDC_EB_TRESHOLD:
{
if(niSelected.ni_iType == NT_ANIMATION)
{
// if no parent return
if(iParent < 0) return;
NodeInfo &niParent = theApp.aNodeInfo[iParent];
// get references to objects
CAnimSet *pas = (CAnimSet*)niParent.ni_pPtr;
Animation *pan = (Animation*)niSelected.ni_pPtr;
// remember old treshold
FLOAT fOldTreshold = pan->an_fTreshold;
pan->an_fTreshold = atof(strText);
// convert only one animation in animset
if(!theApp.ConvertAnimationInAnimSet(pas,pan)) {
pan->an_fTreshold = fOldTreshold;
}
// update model instance
theApp.UpdateRootModelInstance();
}
}
break;
case IDC_TB_COLWIDTH:
{
// change width of colision box
if(pcb!=NULL)
{
FLOAT fWidth = atof(strText);
FLOAT fPosX = (pcb->Max()(1)+pcb->Min()(1)) / 2;
pcb->Min()(1) = -(fWidth/2) + fPosX;
pcb->Max()(1) = (fWidth/2) + fPosX;
}
}
break;
case IDC_TB_COLHEIGHT:
{
// change height of colision box
if(pcb!=NULL)
{
FLOAT fHeight = atof(strText);
FLOAT fPosY = pcb->Min()(2);
pcb->Min()(2) = fPosY;
pcb->Max()(2) = fHeight + fPosY;
}
}
break;
case IDC_TB_COLLENGTH:
{
// change length of colision box
if(pcb!=NULL)
{
FLOAT fLength = atof(strText);
FLOAT fPosZ = (pcb->Max()(3)+pcb->Min()(3)) / 2;
pcb->Min()(3) = -(fLength/2) + fPosZ;
pcb->Max()(3) = (fLength/2) + fPosZ;
}
}
break;
case IDC_TB_COLPOSX:
{
// change pos x of colision box
if(pcb!=NULL)
{
FLOAT fPosX = atof(strText);
FLOAT fWidth = (pcb->Max()(1)-pcb->Min()(1));
pcb->Min()(1) = -(fWidth/2) + fPosX;
pcb->Max()(1) = (fWidth/2) + fPosX;
}
}
break;
case IDC_TB_COLPOSY:
{
// change pos y of colision box
if(pcb!=NULL)
{
FLOAT fPosY = atof(strText);
FLOAT fHeight = (pcb->Max()(2)-pcb->Min()(2));
fPosY += fHeight/2;
pcb->Min()(2) = -(fHeight/2) + fPosY;
pcb->Max()(2) = (fHeight/2) + fPosY;
}
}
break;
case IDC_TB_COLPOSZ:
{
// change pos z of colision box
if(pcb!=NULL)
{
FLOAT fPosZ = atof(strText);
FLOAT fLength = (pcb->Max()(3)-pcb->Min()(3));
pcb->Min()(3) = -(fLength/2) + fPosZ;
pcb->Max()(3) = (fLength/2) + fPosZ;
}
}
break;
case IDC_TB_COLNAME:
{
// change name of colision box
if(pcb!=NULL) {
pcb->SetName(strText);
m_TreeCtrl.SetItemText(hSelected, CString(strText));
}
}
break;
// change animation speed
case IDC_EB_SECPERFRAME:
{
// if no parent return
if(iParent < 0) return;
NodeInfo &niParent = theApp.aNodeInfo[iParent];
Animation *pan = (Animation*)niSelected.ni_pPtr;
CAnimSet *pas = (CAnimSet*)niParent.ni_pPtr;
pan->an_fSecPerFrame = atof(strText);
if(pan->an_fSecPerFrame == 0) pan->an_fSecPerFrame = 0.00001f;
// update model instance
theApp.UpdateRootModelInstance();
}
break;
// change animation walk speed
case IDC_TB_WALKSPEED:
{
pDoc->m_fSpeedZ = atof(strText);
return; // do not mark doc as channged
}
break;
// change animation walk loop
case IDC_TB_WALKLOOP:
{
pDoc->m_fLoopSecends = atof(strText);
return; // do not mark doc as channged
}
break;
case IDC_EB_TEXTURENAME:
{
TextureInstance *pti = (TextureInstance*)niSelected.ni_pPtr;
pti->SetName(CTString(strText));
// update model instance
theApp.UpdateRootModelInstance();
}
break;
case IDC_TB_MI_NAME:
{
NodeInfo &ni = theApp.m_dlgBarTreeView.GetSelectedNodeInfo();
CModelInstance &mi = *(CModelInstance*)ni.ni_pPtr;
mi.SetName(strText);
// update model instance
theApp.UpdateRootModelInstance();
}
break;
default:
{
// check if this text box is in shader dialog
if((ictrlID>FIRSTSHADEID) && (ictrlID<LASTSHADEID))
{
// control is in shader dialog
theApp.m_dlgBarTreeView.ChangeFloatOnSelectedSurfaces(m_strID,atof(strText));
}
}
break;
}
pDoc->MarkAsChanged();
}
BOOL CTextBox::PreTranslateMessage(MSG* pMsg)
{
if((pMsg->message==WM_KEYDOWN) && ((int)pMsg->wParam==VK_RETURN))
{
ValueChanged();
//SetSel(0,-1);
return TRUE;
}
return CEdit::PreTranslateMessage(pMsg);
}
void CTextBox::SetDataPtr(FLOAT *pFloat)
{
CTString strText = CTString(0,"%g",*pFloat);
SetWindowText(CString(strText));
}
void CTextBox::OnChange()
{
#pragma message(">> Fix textbox editing")
// TODO: If this is a RICHEDIT control, the control will not
// send this notification unless you override the CEdit::OnInitDialog()
// function and call CRichEditCtrl().SetEventMask()
// with the ENM_CHANGE flag ORed into the mask.
// TODO: Add your control notification handler code here
}