mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 03:10:27 +01:00
177 lines
5.7 KiB
C++
177 lines
5.7 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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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 version 2 of the GNU General Public License as published by
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the Free Software Foundation
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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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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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// SeriousSkaStudio.h : main header file for the SERIOUSSKASTUDIO application
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//
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#if !defined(AFX_SERIOUSSKASTUDIO_H__0D873E27_F3AF_4EC5_B1AE_B0F330DB5848__INCLUDED_)
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#define AFX_SERIOUSSKASTUDIO_H__0D873E27_F3AF_4EC5_B1AE_B0F330DB5848__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#ifndef __AFXWIN_H__
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#error include 'stdafx.h' before including this file for PCH
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#endif
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#include "resource.h" // main symbols
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#include "DlgClient.h"
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#include "SeriousSkaStudioDoc.h"
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#include "SeriousSkaStudioView.h"
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#include "DlgBarTreeView.h"
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/////////////////////////////////////////////////////////////////////////////
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// CSeriousSkaStudioApp:
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// See SeriousSkaStudio.cpp for the implementation of this class
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//
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#define FILTER_ASCII "ASCII files (*.aal,*.asl,*.aml)\0*.aal;*.aml;*.asl\0"
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#define FILTER_MESH "Mesh ASCII files (*.am)\0*.am;\0"
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#define FILTER_SKELETON "Skeleton ASCII files (*.as)\0*.as;\0"
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#define FILTER_ANIMATION "Animation ASCII files (*.aa)\0*.aa;\0"
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#define FILTER_TEXTURE "Texture files (*.tex)\0*.tex;\0"
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#define FILTER_MESH_LIST "Mesh list files (*.aml)\0*.aml;\0"
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#define FILTER_SKELETON_LIST "Skeleton list files (*.asl)\0*.asl;\0"
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#define FILTER_ANIMSET_LISTS "AnimSet list files (*.aal)\0*.aal;\0"
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#define STRETCH_BUTTON_INDEX 22
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#define NT_MODELINSTANCE 0
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#define NT_MESHLODLIST 1
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#define NT_MESHLOD 2
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#define NT_TEXINSTANCE 3
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#define NT_SKELETONLODLIST 4
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#define NT_SKELETONLOD 5
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#define NT_BONE 6
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#define NT_ANIMSET 7
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#define NT_ANIMATION 8
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#define NT_ANIM_BONEENV 9
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#define NT_COLISIONBOX 10
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#define NT_ALLFRAMESBBOX 11
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#define NT_MESHSURFACE 12
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class CSeriousSkaStudioApp : public CWinApp
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{
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public:
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CMultiDocTemplate* m_pdtDocTemplate;
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CSeriousSkaStudioApp();
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BOOL SubInitInstance();
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CSeriousSkaStudioDoc *GetDocument();
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CSeriousSkaStudioView *GetActiveView(void);
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void NotificationMessage(const char *strFormat, ...);
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void ErrorMessage(const char *strFormat, ...);
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void ReloadRootModelInstance();
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void UpdateRootModelInstance();
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void ReselectCurrentItem();
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void DisableRendering();
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void EnableRendering();
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INDEX GetDisableRenderRequests();
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CModelInstance *OnAddNewModelInstance();
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CModelInstance *OnOpenExistingInstance(CTString strModelInstance);
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void AddEmptyListsToModelInstance(CModelInstance &mi);
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// save root model instance with children and all binary files
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void SaveRootModel();
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// save as different smc file
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void SaveRootModelAs();
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// save model instance with children and all binary files
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void SaveModel(CModelInstance &mi);
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BOOL SaveModelAs(CModelInstance *pmi);
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void SaveSmcFile(CModelInstance &mi,BOOL bSaveChildren);
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BOOL SaveMeshListFile(MeshInstance &mshi, BOOL bConvert);
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BOOL SaveSkeletonListFile(CSkeleton &skl, BOOL bConvert);
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BOOL SaveAnimSetFile(CAnimSet &as, BOOL bConvert);
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void SaveShaderParams_t(MeshLOD *pmlod,CTFileName fnShaderParams);
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void SaveModelInstance_t(CModelInstance *pmi,CModelInstance *pmiParent,CTFileStream &ostrFile,BOOL bSaveChildren);
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void SaveMeshInstance_t(MeshInstance &mshi,CTFileStream &ostrFile);
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void SaveSkeletonList_t(CSkeleton &skl,CTFileStream &ostrFile);
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void SaveAnimSet_t(CAnimSet &as,CTFileStream &ostrFile);
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BOOL ConvertAnimationInAnimSet(CAnimSet *pas,Animation *pan);
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BOOL ConvertMesh(CTFileName fnMesh);
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BOOL ConvertSkeleton(CTFileName fnSkeleton);
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BOOL ConvertAnimSet(CTFileName fnAnimSet);
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// get pointer to error listctrl
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CListCtrl *GetErrorList();
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BOOL IsErrorDlgVisible();
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SIZE GetLogDlgSize();
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INDEX GetErrorDlgWidth();
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void ShowErrorDlg(BOOL bShow);
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// dockable dialog that with tree
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CDlgBarTreeView m_dlgBarTreeView;
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// CDlgTemplate m_dlgErrorList;
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CDialogBar m_dlgErrorList;
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BOOL bAppInitialized;
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// array that holds info about every node in tree view
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CStaticStackArray<struct NodeInfo> aNodeInfo;
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// currently selected bone
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INDEX iSelectedBoneID;
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// is flag for showing colision boxes tured on
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BOOL bShowAnimQueue;
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CTextureObject toGroundTexture;
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// if a child is maximized only it is draw
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BOOL bChildrenMaximized;
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CModelInstance *pmiLight;
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private:
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INDEX ctNoRenderRequests;
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// Overrides
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// ClassWizard generated virtual function overrides
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//{{AFX_VIRTUAL(CSeriousSkaStudioApp)
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public:
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virtual BOOL InitInstance();
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virtual BOOL OnIdle(LONG lCount);
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virtual int Run();
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virtual int ExitInstance();
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//}}AFX_VIRTUAL
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// Implementation
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//{{AFX_MSG(CSeriousSkaStudioApp)
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afx_msg void OnAppAbout();
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afx_msg void OnFileOpen();
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afx_msg void OnFileNew();
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afx_msg void OnImportConvert();
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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};
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extern CSeriousSkaStudioApp theApp;
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extern BOOL StartParser(CTString fnParseFile);
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// selected model instance in tree view
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extern CModelInstance *pmiSelected;
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/////////////////////////////////////////////////////////////////////////////
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Visual C++ will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_SERIOUSSKASTUDIO_H__0D873E27_F3AF_4EC5_B1AE_B0F330DB5848__INCLUDED_)
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