/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ // WndDisplayTexture.cpp : implementation file // #include "EngineGui/StdH.h" #include #ifdef _DEBUG #undef new #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif ///////////////////////////////////////////////////////////////////////////// // CWndDisplayTexture TIME timeLastTick; CWndDisplayTexture::CWndDisplayTexture() { m_pLeftMouseButtonClicked = NULL; m_pLeftMouseButtonReleased = NULL; m_pRightMouseButtonClicked = NULL; m_pRightMouseButtonMoved = NULL; m_pDrawPort = NULL; m_pViewPort = NULL; m_iTimerID = -1; m_bChequeredAlpha = TRUE; m_bForce32 = FALSE; m_bDrawLine = FALSE; } CWndDisplayTexture::~CWndDisplayTexture() { } BEGIN_MESSAGE_MAP(CWndDisplayTexture, CWnd) //{{AFX_MSG_MAP(CWndDisplayTexture) ON_WM_DESTROY() ON_WM_PAINT() ON_WM_TIMER() ON_WM_LBUTTONDOWN() ON_WM_RBUTTONDOWN() ON_WM_LBUTTONUP() ON_WM_MOUSEMOVE() //}}AFX_MSG_MAP END_MESSAGE_MAP() ///////////////////////////////////////////////////////////////////////////// // CWndDisplayTexture message handlers // converts window mouse coordinates to buffer coordinates static void ConvertCoords( CTextureData *pTD, PIX &pixU, PIX &pixV) { } void CWndDisplayTexture::OnPaint() { { CPaintDC dc(this); } // device context for painting if( m_iTimerID==-1) m_iTimerID = (int)SetTimer( 1, 50, NULL); if( m_pViewPort==NULL && m_pDrawPort==NULL) { // initialize canvas for active texture button _pGfx->CreateWindowCanvas( m_hWnd, &m_pViewPort, &m_pDrawPort); } // get texture data CTextureData *pTD = (CTextureData*)m_toTexture.GetData(); BOOL bAlphaChannel = FALSE; // if there is a valid drawport, and the drawport can be locked if( m_pDrawPort!=NULL && m_pDrawPort->Lock()) { // if it has any texture if( pTD!=NULL) { PIX pixWidth = pTD->GetPixWidth(); PIX pixHeight = pTD->GetPixHeight(); // adjust for effect texture if( pTD->td_ptegEffect != NULL) { pixWidth = pTD->td_pixBufferWidth; pixHeight = pTD->td_pixBufferHeight; } // get window / texture factor if( pixWidth >= pixHeight) { m_fWndTexRatio = FLOAT(m_pDrawPort->GetWidth()) /pixWidth; } else { m_fWndTexRatio = FLOAT(m_pDrawPort->GetHeight()) /pixHeight; } // get width and height of texture window m_pixWinWidth = pixWidth *m_fWndTexRatio; m_pixWinHeight = pixHeight*m_fWndTexRatio; m_pixWinOffsetU = (m_pDrawPort->GetWidth() -m_pixWinWidth ) /2; m_pixWinOffsetV = (m_pDrawPort->GetHeight()-m_pixWinHeight) /2; // determine texture's alpha channel presence bAlphaChannel = pTD->td_ulFlags&TEX_ALPHACHANNEL; } else { // whole screen m_fWndTexRatio = 1.0f; m_pixWinWidth = m_pDrawPort->GetWidth(); m_pixWinHeight = m_pDrawPort->GetHeight(); m_pixWinOffsetU = 0; m_pixWinOffsetV = 0; } // clear window background m_pDrawPort->Fill( C_GRAY|CT_OPAQUE); // if chequered alpha flag is turned on #define CHESS_BOX_WIDTH 16 #define CHESS_BOX_HEIGHT 16 if( m_bChequeredAlpha && bAlphaChannel) { // create chess looking background for( INDEX iVert=0; iVert<(m_pixWinHeight/CHESS_BOX_HEIGHT)+1; iVert++) { // create chess looking background for( INDEX iHoriz=0; iHoriz<(m_pixWinWidth/CHESS_BOX_WIDTH)+1; iHoriz++) { COLOR colBox = C_WHITE; if( (iHoriz+iVert)&1) colBox = C_lGRAY; // fill part of a drawport with a given color m_pDrawPort->Fill( iHoriz*CHESS_BOX_WIDTH +m_pixWinOffsetU, iVert *CHESS_BOX_HEIGHT+m_pixWinOffsetV, CHESS_BOX_WIDTH, CHESS_BOX_HEIGHT, colBox|CT_OPAQUE); } } } // if it has any texture if( pTD!=NULL) { // create rectangle proportional with texture ratio covering whole draw port PIXaabbox2D rectPict = PIXaabbox2D( PIX2D( m_pixWinOffsetU, m_pixWinOffsetV), PIX2D( m_pixWinOffsetU+m_pixWinWidth, m_pixWinOffsetV+m_pixWinHeight)); // draw texture m_pDrawPort->PutTexture( &m_toTexture, rectPict); } // draw line on left mouse move if( m_bDrawLine) { m_pDrawPort->DrawLine(m_pixLineStartU, m_pixLineStartV, m_pixLineStopU, m_pixLineStopV, C_WHITE|CT_OPAQUE, 0xCCCCCCCC); m_pDrawPort->DrawLine(m_pixLineStartU, m_pixLineStartV, m_pixLineStopU, m_pixLineStopV, C_BLACK|CT_OPAQUE, 0x33333333); } // unlock the drawport m_pDrawPort->Unlock(); // swap if there is a valid viewport if( m_pViewPort!=NULL) m_pViewPort->SwapBuffers(); } // if this is effect texture if( pTD!=NULL && pTD->td_ptegEffect!=NULL) { // display rendering speed DOUBLE dMS = pTD->td_ptegEffect->GetRenderingTime() * 1000.0; // only if valid if( dMS>0) { char achrSpeed[256]; CDlgCreateEffectTexture *pDialog = (CDlgCreateEffectTexture*)GetParent(); sprintf( achrSpeed, "Rendering speed: %.2f ms", dMS); pDialog->m_strRendSpeed = achrSpeed; pDialog->UpdateData( FALSE); } // reset statistics STAT_Reset(); } } void CWndDisplayTexture::OnTimer(UINT nIDEvent) { // on our timer discard test animation window if( nIDEvent == 1) { TIME timeCurrentTick = _pTimer->GetRealTimeTick(); if( timeCurrentTick > timeLastTick ) { _pTimer->SetCurrentTick( timeCurrentTick); timeLastTick = timeCurrentTick; } Invalidate(FALSE); } CWnd::OnTimer(nIDEvent); } void CWndDisplayTexture::OnDestroy() { if( m_pViewPort != NULL) { _pGfx->DestroyWindowCanvas( m_pViewPort); m_pViewPort = NULL; } KillTimer( m_iTimerID); _pTimer->SetCurrentTick( 0.0f); CWnd::OnDestroy(); } void CWndDisplayTexture::OnLButtonDown(UINT nFlags, CPoint point) { // start drawing line m_bDrawLine = TRUE; // store mouse start coordinates m_pixLineStartU = point.x; m_pixLineStartV = point.y; m_pixLineStopU = point.x; m_pixLineStopV = point.y; // get texture data from surface CTextureData *pTD = (CTextureData*)m_toTexture.GetData(); PIX pixU = point.x-m_pixWinOffsetU; PIX pixV = point.y-m_pixWinOffsetV; if( pixU<0 || pixU>m_pixWinWidth ) return; if( pixV<0 || pixV>m_pixWinHeight) return; pixU = PIX(pixU/m_fWndTexRatio); pixV = PIX(pixV/m_fWndTexRatio); // if there is valid mouse down function set if( m_pLeftMouseButtonClicked != NULL) { // call it m_pLeftMouseButtonClicked(pixU, pixV); } CWnd::OnLButtonDown(nFlags, point); } void CWndDisplayTexture::OnLButtonUp(UINT nFlags, CPoint point) { // stop drawing line m_bDrawLine = FALSE; // get texture data from surface CTextureData *pTD = (CTextureData*)m_toTexture.GetData(); PIX pixU = point.x-m_pixWinOffsetU; PIX pixV = point.y-m_pixWinOffsetV; if( pixU<0 || pixU>m_pixWinWidth ) return; if( pixV<0 || pixV>m_pixWinHeight) return; pixU = PIX(pixU/m_fWndTexRatio); pixV = PIX(pixV/m_fWndTexRatio); // if there is valid mouse down function set if( m_pLeftMouseButtonReleased != NULL) { // call it m_pLeftMouseButtonReleased(pixU, pixV); } CWnd::OnLButtonUp(nFlags, point); } void CWndDisplayTexture::OnRButtonDown(UINT nFlags, CPoint point) { // get texture data from surface CTextureData *pTD = (CTextureData*)m_toTexture.GetData(); PIX pixU = point.x-m_pixWinOffsetU; PIX pixV = point.y-m_pixWinOffsetV; if( pixU<0 || pixU>m_pixWinWidth ) return; if( pixV<0 || pixV>m_pixWinHeight) return; pixU = PIX(pixU/m_fWndTexRatio); pixV = PIX(pixV/m_fWndTexRatio); // if there is valid mouse down function set if( m_pRightMouseButtonClicked != NULL) { // call it m_pRightMouseButtonClicked(pixU, pixV); } CWnd::OnRButtonDown(nFlags, point); } void CWndDisplayTexture::OnMouseMove(UINT nFlags, CPoint point) { // if right mouse is down if (nFlags&MK_RBUTTON) { // get texture data from surface CTextureData *pTD = (CTextureData*)m_toTexture.GetData(); PIX pixU = point.x-m_pixWinOffsetU; PIX pixV = point.y-m_pixWinOffsetV; if( pixU<0 || pixU>m_pixWinWidth ) return; if( pixV<0 || pixV>m_pixWinHeight) return; pixU = PIX(pixU/m_fWndTexRatio); pixV = PIX(pixV/m_fWndTexRatio); // if there is valid mouse down function set if( m_pRightMouseButtonMoved != NULL) { // call it m_pRightMouseButtonMoved(pixU, pixV); } // if left mouse is down } else if (nFlags&MK_LBUTTON) { // store mouse coordinates m_pixLineStopU = point.x; m_pixLineStopV = point.y; } CWnd::OnMouseMove(nFlags, point); }