mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
162 lines
4.3 KiB
C++
162 lines
4.3 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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// DlgPgGlobal.cpp : implementation file
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//
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#include "stdafx.h"
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#include "DlgPgGlobal.h"
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#ifdef _DEBUG
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#undef new
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CDlgPgGlobal property page
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IMPLEMENT_DYNCREATE(CDlgPgGlobal, CPropertyPage)
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CDlgPgGlobal::CDlgPgGlobal() : CPropertyPage(CDlgPgGlobal::IDD)
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{
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//{{AFX_DATA_INIT(CDlgPgGlobal)
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m_strTextureInfo = _T("");
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m_strSelectedEntitiesCt = _T("");
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m_strSelectedPolygonsCt = _T("");
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m_strSelectedSectorsCt = _T("");
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//}}AFX_DATA_INIT
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}
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CDlgPgGlobal::~CDlgPgGlobal()
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{
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}
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void CDlgPgGlobal::DoDataExchange(CDataExchange* pDX)
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{
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if( theApp.m_bDisableDataExchange) return;
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// get document ptr
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CWorldEditorDoc* pDoc = theApp.GetActiveDocument();
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// if dialog is recieving data
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if( pDX->m_bSaveAndValidate == FALSE)
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{
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// if there isn't any document available
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if( pDoc == NULL)
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{
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// write default messages
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m_strSelectedEntitiesCt = "none";
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m_strSelectedPolygonsCt = "none";
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m_strSelectedSectorsCt = "none";
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}
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else
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{
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// type selection container counts again
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char strSelectionCt[ 16];
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// set string saying how many entities are curently selected
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sprintf( strSelectionCt, "%d", pDoc->m_selEntitySelection.Count());
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m_strSelectedEntitiesCt = strSelectionCt;
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// set string saying how many polygons are curently selected
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sprintf( strSelectionCt, "%d", pDoc->m_selPolygonSelection.Count());
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m_strSelectedPolygonsCt = strSelectionCt;
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// set string saying how many sectors are curently selected
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sprintf( strSelectionCt, "%d", pDoc->m_selSectorSelection.Count());
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m_strSelectedSectorsCt = strSelectionCt;
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// mark that selection container counts are now updated
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m_udSelectionCounts.MarkUpdated();
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}
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if( theApp.m_ptdActiveTexture != NULL)
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{
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m_strTextureInfo =
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(CTString&)theApp.m_ptdActiveTexture->GetName()+" "+
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theApp.m_ptdActiveTexture->GetDescription();
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}
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}
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CPropertyPage::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CDlgPgGlobal)
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DDX_Text(pDX, IDC_TEXTURE_INFO, m_strTextureInfo);
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DDX_Text(pDX, IDC_SELECTED_ENTITIES, m_strSelectedEntitiesCt);
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DDX_Text(pDX, IDC_SELECTED_POLYGONS, m_strSelectedPolygonsCt);
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DDX_Text(pDX, IDC_SELECTED_SECTORS, m_strSelectedSectorsCt);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CDlgPgGlobal, CPropertyPage)
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//{{AFX_MSG_MAP(CDlgPgGlobal)
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ON_WM_DROPFILES()
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CDlgPgGlobal message handlers
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BOOL CDlgPgGlobal::OnInitDialog()
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{
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CPropertyPage::OnInitDialog();
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PIX pixLeft = 10;
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PIX pixTop = 10;
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// create window for active default primitive texture
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m_wndActiveTexture.Create( NULL, NULL, WS_BORDER|WS_VISIBLE,
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CRect( pixLeft, pixTop, pixLeft+96, pixTop+96),
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this, IDW_ACTIVE_TEXTURE);
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DragAcceptFiles();
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX Property Pages should return FALSE
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}
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BOOL CDlgPgGlobal::OnIdle(LONG lCount)
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{
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// get active document
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CWorldEditorDoc* pDoc = theApp.GetActiveDocument();
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// if there isn't any document available
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if( pDoc == NULL)
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{
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// update data (write default messages)
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UpdateData( FALSE);
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}
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else
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{
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// if selections have been changed (they are not up to date)
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if( !pDoc->m_chSelections.IsUpToDate( m_udSelectionCounts))
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{
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// update dialog data
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UpdateData( FALSE);
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}
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}
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return TRUE;
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}
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void CDlgPgGlobal::OnDropFiles(HDROP hDropInfo)
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{
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INDEX iNoOfFiles = DragQueryFile( hDropInfo, 0xFFFFFFFF, NULL, 0);
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if( iNoOfFiles != 1)
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{
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AfxMessageBox( L"You can drop only one file at a time.");
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return;
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}
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// buffer for dropped file name
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char chrFile[ 256];
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// place dropped file name into buffer
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DragQueryFileA( hDropInfo, 0, chrFile, 256);
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// create file name from buffer
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CTFileName fnDropped = CTString(chrFile);
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// if it is not texture, report error
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if( fnDropped.FileExt() != ".tex" )
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{
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AfxMessageBox( L"You can only drop textures here.");
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return;
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}
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theApp.SetNewActiveTexture( fnDropped);
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// paste new active texture over polygon selection
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theApp.TexturizeSelection();
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}
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