Serious-Engine/Sources/WorldEditor/DlgPgGlobal.cpp
2016-03-11 15:57:17 +02:00

162 lines
4.3 KiB
C++

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