1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151
|
/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
--- HISTORICAL COMMENTS FOLLOW ---
* $Logfile: /DescentIII/Main/editor/editor.cpp $
* $Revision: 1.1.1.1 $
* $Date: 2003-08-26 03:57:37 $
* $Author: kevinb $
*
* The main editor MFC file.
*
* $Log: not supported by cvs2svn $
*
* 73 4/17/99 2:46p Matt
* Implemented viewer properties dialog functions.
*
* 72 4/16/99 3:54p Nate
* Added Viewer Properties Dialog
*
* 71 4/04/99 6:21p Matt
* Added hack to pause the app and keep it paused.
*
* 69 3/15/99 5:38p Matt
* Changed idle loop back to old way because Sean says the new code made
* slewing chunky.
*
* 68 3/15/99 4:15p Matt
* Changed the idle handler to not always return true. Hopefully this
* will keep the editor from eating up all the processor time when it's
* not doing anything.
*
* 67 2/25/99 10:45p Matt
* Don't redraw wireframe if view has rotated but not moved
*
* 66 2/21/99 6:38p Samir
* mouse and key input better. buffered mouse.
*
* 65 1/29/99 12:48p Matt
* Rewrote the doorway system
*
* 64 1/27/99 10:35a Samir
* suspend resume keys added.
*
* 63 1/20/99 10:50a Jason
* added new terrain
*
* 62 1/19/99 6:53p Matt
* Fixed a problem when the viewer was instantaneously moved from inside
* to ourside or vise-versa.
*
* 61 1/08/99 2:56p Samir
* Ripped out OSIRIS1.
*
* 60 1/07/99 12:27p Samir
* took out parse command line info call.
*
* 59 12/23/98 3:35p Nate
* Added DallasModelessDlgPtr data member
*
* 58 12/01/98 11:17p Matt
* Added menu option to disable drawing objects in the wireframe view
*
* 57 11/01/98 1:58a Jeff
* converted the vsprintf calls to use the Pvsprintf, which is a safe
* vsprintf, no buffer overflows allowed
*
* 56 10/17/98 1:25p Sean
* Made PrintToDlgItem work with long strings
*
* 55 10/16/98 1:02p Samir
* no ddio_KeyFrame.
*
* 54 10/13/98 12:03p Kevin
* Changed use of preprocessors for debug, etc.
*
* 53 9/22/98 1:55p Matt
* Change the registry path to "Outrage\Descent3".
*
* 52 9/08/98 11:37a Samir
* added key to toggle joystick slewing.
*
* 51 9/04/98 3:16p Samir
* control whether to allow joystick slewing.
*
* 50 8/04/98 2:32p Chris
* Improved attach code added more fixes to the AABB partial computation
* patch
*
* 49 7/10/98 2:12p Jeff
* added a flag for inventory information in objinfo
*
* 48 6/17/98 12:30p Samir
* don't draw wireframe when moving an object.
*
* 47 6/15/98 4:00p Jason
* replaced monochromatic polymodel lighting with rgb lighting
*
* 46 6/10/98 12:20p Matt
* Revamped system that controls what textures are displayed on the
* texture tab. Should work correctly now, and will now save the settings
* to the registry. Also, textures now default to no type set, not all
* types set.
*
* 45 6/08/98 6:13p Matt
* Update the wireframe view when the viewer has stopped slewing
*
* 44 5/20/98 6:59p Samir
* added slew speed slider.
*
* 43 5/20/98 1:43p Matt
* Shift-T now moves a placed building up and down.
*
* 42 2/25/98 6:11p Samir
* Added functions to better deal with key flushing.
*
* 41 2/18/98 2:39a Matt
* Don't update the wireframe view if the only change is that the viewer
* moved
*
* 40 2/10/98 1:59p Chris
* Improved the path system
*
* 39 2/05/98 2:58p Matt
* Cleaned up slew code, and made view mode switch when slewing between
* mine and terrain happen in editor, not slew.
*
* 38 1/28/98 5:07p Samir
* Object modeless settings added.
*
* 37 12/01/97 5:32p Samir
* Argh, more housekeeping for FileDialog function.
*
* 36 12/01/97 5:23p Samir
* When initialdir is empty for FileDialog, then don't use it as a search
* path.
*
* 35 12/01/97 5:17p Samir
* New functions to open a file dialog.
*
* 34 11/13/97 6:16p Matt
* Changed some vars (such as current_powerup) to initialize to 0 instead
* of -1
*
* 33 10/27/97 5:45p Jason
* added prelim networking stuff, just to get it started
*
* 32 10/16/97 2:31p Samir
* Added keyboard handler to idle loop.
*
* 31 10/01/97 7:52p Matt
* Added code for external rooms
*
* 30 9/29/97 12:09p Jason
* added functionality to doorway system
*
* 29 9/23/97 3:04p Jason
* added tmap2 rotation key (KEY_EQUAL)
*
* 28 9/17/97 11:40a Matt
* Ripped out segment code
*
* 27 9/16/97 1:04p Samir
* Added include of AppDatabase.h
*
* 26 9/09/97 6:07p Matt
* If 't' key pressed when no placed room or group, do nothing
*
* 25 9/08/97 4:05p Samir
* Fixed some warnings and took out extranneous includes to windows.h in
* important headers.
*
* 24 9/06/97 3:15p Matt
* Removed old trigger stuff from registry load/save
* Added function PrintToDlgItem()
*
* 23 8/29/97 1:50p Samir
* Added object moving mouse polling and registry entry for axis mode.
*
* 22 8/26/97 11:38a Samir
* Added Editor_active global to determine whether editor is currently
* active (useful for any window using the gr library.)
*
* 21 8/19/97 5:58p Samir
* OLE additions
*
* 20 8/18/97 6:59p Matt
* Implemented Place Room/Attach room system
*
* 19 8/13/97 9:55a Matt
* Allow sliding & rotating textures with the mouse
*
* 18 8/12/97 7:06p Chris
* Made AABB work in the editor.
*
* 17 8/12/97 5:26p Matt
* Read/write new vars from/to registry
*
* 16 8/11/97 1:53p Matt
* Ripped out robot & powerup pages, and added generic page
*
* 15 8/01/97 11:59a Samir
* Added a preference for debugging in fullscreen.
*
* 14 7/28/97 1:23p Jeff
* Set default external editor to Notepad
*
* 13 7/28/97 10:51a Jeff
* Changed cha *DefaultExternalEditor to what it should be called, char
* Default_external_editor[256]
*
* 12 7/27/97 11:07p Matt
* Save/load external editor string to/from registry.
*
* 11 7/25/97 6:17p Samir
* When floating keypad values are loaded from database, mark keypad as
* moved.
*
* 10 7/24/97 2:58p Matt
* Added functions to load and save D3EditState variables from/to the
* registry
*
* 9 7/22/97 7:07p Matt
* Cleaned up D3EditState, moving some vars in and some out, and renaming
* and changing a few others
*
* 8 7/21/97 1:18p Samir
* You can now type stuff in keypads.
*
* 47 6/09/97 12:07p Samir
* for edit boxes, don't automatically switch focus to main view.
*
* 46 6/04/97 3:08p Jason
* changed backspace key to lshift+backspace
*
* 45 5/13/97 4:36p Samir
* call main-frame's onidle function
*
* 44 4/02/97 5:20p Jason
* made wireframe not update when player moves in the terrain view
*
* 43 4/02/97 3:25p Jason
* got rid of WV_changed and made TV_changed update the textured view and
* flag "World_changed"
*
* 42 4/02/97 11:16a Matt
* Update the wireframe view when the viewer moves, because the viewer is
* drawn as a sphere in that view
*
* 41 4/01/97 11:00p Matt
* Changed editor to keep a viewer object (type camera) seperate from the
* player object. This camera, and not the player, is now moved by
* slewing, the C key, etc. When going into the game, the viewer position
* & orientation are copied to the player. When going back to the editor,
* the player position is copied to the viewer, and the player object is
* reset to its start location.
*
* 40 3/31/97 5:57p Matt
* Revamped mine update flags
*
* 39 3/31/97 3:13p Jason
* added ship,weapon,and sounds to d3edit and zeroed it out upon startup
*
* 38 3/24/97 12:13p Samir
* Set initial trigger type.
*
* 37 3/20/97 4:57p Samir
* Adding IsSelecting to editorSelectorManager if we are curring drawing a
* selection box, say in the wireframe window.
*
* 36 3/20/97 4:22p Samir
* Added Segment Sizing mode and side sizing.
*
* 35 3/20/97 2:56p Samir
* Moved SelManager var to SelManager.cpp
*
* 34 3/20/97 12:06p Samir
* Added Selection Box manager.
*
* 33 3/20/97 11:20a Samir
* Accelerator keys should work when focus is in keypad.
*
* 32 3/13/97 5:12p Samir
* Call WinApp::OnIdle also in our idle loop.
*
* 31 3/07/97 4:18p Jason
* implemented terrain functionality in the editor
*
* 30 3/05/97 12:16p Jason
* added code to support our new 3d doors
*
* 29 3/03/97 11:23a Matt
* Set/clear MFC's modified flag every time through the loop, not just if
* the mine was changed
* Don't prompt user about discarding changes if the level hasn't been
* changed
*
* 28 2/20/97 4:41p Samir
* You can now use keypad functions even if input focus is in keypad
* dialog.
*
* 27 2/20/97 4:30p Samir
* Slewing works a lot better when input focus is in keypad or any other
* window other than the texture window.
*
* 26 2/20/97 1:03p Samir
* Control + slew key will not slew the mine.
*
* 25 2/18/97 12:46p Samir
* Initialized current object type to powerup.
*
* 24 2/17/97 6:09p Samir
* made initial powerup be the shield powerup.
*
* 23 2/13/97 12:16p Jason
* changes for powerup remapping
*
* 22 2/12/97 3:07p Samir
* pause and resume now flush keyboard queue to stop backspace from
* Int3ing.
*
* 21 2/11/97 1:42p Samir
* Added document variable and set modification flag.
*
* 20 2/11/97 10:31a Jason
* changed keystate checking for backspace
*
* 19 2/05/97 11:45a Samir
* Initialized D3windowed editor state
*
* 18 2/03/97 7:56p Matt
* Calculate Frame_time in editor loop
*
* 17 1/31/97 12:06p Jason
* added support for animations in Dialogs
* Also added more powerup functionality
*
* 16 1/23/97 4:00p Samir
* More D3EditState vars with respect to floating keypads.
*
* 15 1/21/97 12:48p Samir
* Added InitEditorState to define D3EditState info
*
* 14 1/20/97 4:13p Samir
* Added backspace debug key.
*
* $NoKeywords: $
*/
// editor.cpp : Defines the class behaviors for the application.
//
#include <cstdarg>
#include <cstdio>
#include "stdafx.h"
#include "editor.h"
#include "MainFrm.h"
#include "IpFrame.h" // OLE
#include "editorDoc.h"
#include "editorView.h"
#include "slew.h"
#include "object.h"
#include "descent.h"
#include "moveworld.h"
#include "d3edit.h"
#include "pserror.h"
#include "args.h"
#include "game.h"
#include "trigger.h"
#include "HTexture.h"
#include "HRoom.h"
#include "erooms.h"
#include "AppDatabase.h"
#include "TextureGrWnd.h"
#include "WireframeGrWnd.h"
#include "SelManager.h"
#include "ObjMoveManager.h"
#include "ViewerPropDlg.h"
#include "mono.h"
#include "ddio.h"
#include "boa.h"
#include "terrain.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
d3edit_state D3EditState;
grSurface *Desktop_surf = NULL;
bool Editor_active = true;
// ADDED FOR OLE SUPPORT
// This identifier was generated to be statistically unique for your app.
// You may change it if you prefer to choose a specific identifier.
// {949F57CE-189E-11D1-BD9B-00A0C96ED595}
static const CLSID clsid = {0x949f57ce, 0x189e, 0x11d1, {0xbd, 0x9b, 0x0, 0xa0, 0xc9, 0x6e, 0xd5, 0x95}};
// ADDED FOR OLE SUPPORT
/////////////////////////////////////////////////////////////////////////////
// CEditorApp
BEGIN_MESSAGE_MAP(CEditorApp, CWinApp)
//{{AFX_MSG_MAP(CEditorApp)
ON_COMMAND(ID_APP_ABOUT, OnAppAbout)
// NOTE - the ClassWizard will add and remove mapping macros here.
// DO NOT EDIT what you see in these blocks of generated code!
//}}AFX_MSG_MAP
// Standard file based document commands
ON_COMMAND(ID_FILE_NEW, CWinApp::OnFileNew)
ON_COMMAND(ID_FILE_OPEN, CWinApp::OnFileOpen)
// Standard print setup command
ON_COMMAND(ID_FILE_PRINT_SETUP, CWinApp::OnFilePrintSetup)
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CEditorApp construction
CEditorApp::CEditorApp() {
// TODO: add construction code here,
// Place all significant initialization in InitInstance
textured_view = NULL;
wireframe_view = NULL;
main_view = NULL;
main_doc = NULL;
main_frame = NULL;
m_Paused = FALSE;
m_DallasModelessDlgPtr = NULL;
m_ViewerPropDlgPtr = NULL;
}
/////////////////////////////////////////////////////////////////////////////
// The one and only CEditorApp object
CEditorApp theApp;
// icecoldduke: these arent defined in code anywhere
#define MAX_TEXTURE_SHADES 32
uint8_t TexShadeTable8[MAX_TEXTURE_SHADES][256];
uint64_t TexShadeTable16[MAX_TEXTURE_SHADES][256];
uint8_t TexRevShadeTable8[MAX_TEXTURE_SHADES][256];
uint64_t TexRevShadeTable16[MAX_TEXTURE_SHADES][256];
/////////////////////////////////////////////////////////////////////////////
// CEditorApp initialization
BOOL CEditorApp::InitInstance() {
// ADDED BY SAMIR FOR OLE SUPPORT.
// Initialize OLE libraries
if (!AfxOleInit()) {
AfxMessageBox(IDP_OLE_INIT_FAILED);
return FALSE;
}
AfxEnableControlContainer();
// ADDED BY SAMIR FOR OLE SUPPORT.
// Standard initialization
// If you are not using these features and wish to reduce the size
// of your final executable, you should remove from the following
// the specific initialization routines you do not need.
#ifdef _AFXDLL
Enable3dControls(); // Call this when using MFC in a shared DLL
#else
Enable3dControlsStatic(); // Call this when linking to MFC statically
#endif
// ADDED TO UPGRADE TO MFC 5.0
// This registry area is really just for the editor. No game settings or UI specifics
// except those strictly managed by MFC will be put here.
// Change the registry key under which our settings are stored.
// You should modify this string to be something appropriate
// such as the name of your company or organization.
SetRegistryKey(_T("Outrage\\Descent3\\editor\\mfc"));
// ADDED TO UPGRADE TO MFC 5.0
LoadStdProfileSettings(); // Load standard INI file options (including MRU)
// Initialize editor state
InitEditorState();
// Register the application's document templates. Document templates
// serve as the connection between documents, frame windows and views.
CSingleDocTemplate *pDocTemplate;
pDocTemplate = new CSingleDocTemplate(IDR_MAINFRAME, RUNTIME_CLASS(CEditorDoc),
RUNTIME_CLASS(CMainFrame), // main SDI frame window
RUNTIME_CLASS(CEditorView));
// ADDED BY SAMIR FOR OLE SUPPORT.
pDocTemplate->SetServerInfo(IDR_SRVR_EMBEDDED, IDR_SRVR_INPLACE, RUNTIME_CLASS(CInPlaceFrame));
// ADDED BY SAMIR FOR OLE SUPPORT.
AddDocTemplate(pDocTemplate);
// ADDED BY SAMIR FOR OLE SUPPORT.
// Connect the COleTemplateServer to the document template.
// The COleTemplateServer creates new documents on behalf
// of requesting OLE containers by using information
// specified in the document template.
m_server.ConnectTemplate(clsid, pDocTemplate, TRUE);
// Note: SDI applications register server objects only if /Embedding
// or /Automation is present on the command line.
// ADDED BY SAMIR FOR OLE SUPPORT.
// Parse command line for standard shell commands, DDE, file open
GatherArgs(m_lpCmdLine);
CCommandLineInfo cmdInfo;
// ParseCommandLine(cmdInfo);
// ADDED BY SAMIR FOR OLE SUPPORT.
// Check to see if launched as OLE server
if (cmdInfo.m_bRunEmbedded || cmdInfo.m_bRunAutomated) {
// Register all OLE server (factories) as running. This enables the
// OLE libraries to create objects from other applications.
COleTemplateServer::RegisterAll();
// Application was run with /Embedding or /Automation. Don't show the
// main window in this case.
return TRUE;
}
// When a server application is launched stand-alone, it is a good idea
// to update the system registry in case it has been damaged.
m_server.UpdateRegistry(OAT_INPLACE_SERVER);
// ADDED BY SAMIR FOR OLE SUPPORT.
// Dispatch commands specified on the command line
if (!ProcessShellCommand(cmdInfo))
return FALSE;
// ADDED TO UPGRADE TO MFC 5.0
// The one and only window has been initialized, so show and update it.
m_pMainWnd->ShowWindow(SW_SHOW);
m_pMainWnd->UpdateWindow();
// ADDED TO UPGRADE TO MFC 5.0
// Enable rich edits
AfxInitRichEdit();
return TRUE;
}
/////////////////////////////////////////////////////////////////////////////
// CAboutDlg dialog used for App About
class CAboutDlg : public CDialog {
public:
CAboutDlg();
// Dialog Data
//{{AFX_DATA(CAboutDlg)
enum { IDD = IDD_ABOUTBOX };
//}}AFX_DATA
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CAboutDlg)
protected:
virtual void DoDataExchange(CDataExchange *pDX); // DDX/DDV support
//}}AFX_VIRTUAL
// Implementation
protected:
//{{AFX_MSG(CAboutDlg)
// No message handlers
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD) {
//{{AFX_DATA_INIT(CAboutDlg)
//}}AFX_DATA_INIT
}
void CAboutDlg::DoDataExchange(CDataExchange *pDX) {
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CAboutDlg)
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
//{{AFX_MSG_MAP(CAboutDlg)
// No message handlers
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
// App command to run the dialog
void CEditorApp::OnAppAbout() {
CAboutDlg aboutDlg;
theApp.pause();
aboutDlg.DoModal();
theApp.resume();
}
/////////////////////////////////////////////////////////////////////////////
// CEditorApp commands
// this is bad place to put this
int Slew_limitations = 0;
BOOL CEditorApp::OnIdle(LONG lCount) {
static bool Dirty_wireframe = 0;
bool viewer_rotated = 0;
int key;
// determine if we should process idle messages
if (m_Paused)
return TRUE;
// do our own input and output!
ddio_Frame();
/////////////////////////////////////////////////////////////////////////////
// all mouse button/drag functions go in this big if statement. this
// ensures that there are no conflicts between mouse drag operations
if (!SelManager.IsSelecting() && !ObjMoveManager.IsMoving()) {
// slide current texture
if (KEY_STATE(KEY_Y)) { // slide with mouse
int x, y, dx, dy;
ddio_MouseGetState(&x, &y, &dx, &dy);
if (KEY_STATE(KEY_LCTRL) || KEY_STATE(KEY_RCTRL))
HTextureRotate(Curroomp, Curface, (float)dx * 50.0);
else
HTextureSlide(Curroomp, Curface, (float)dx / 2.0, (float)-dy / 2.0);
}
// attaching rooms.
else if (KEY_STATE(KEY_T)) {
if ((Placed_room != -1) || (Placed_group != NULL)) {
int x, y, dx, dy;
ddio_MouseGetState(&x, &y, &dx, &dy);
if (KEY_STATE(KEY_LCTRL) || KEY_STATE(KEY_RCTRL))
Placed_room_attachpoint +=
(Placed_room_orient.rvec * (float)dx / 20.0) + (Placed_room_orient.uvec * (float)dy / 20.0);
else if ((Placed_baseroomp == NULL) &&
(KEY_STATE(KEY_LSHIFT) || KEY_STATE(KEY_RSHIFT))) // If on terrain, slide up/down
Placed_room_attachpoint += (Placed_room_orient.fvec * (float)dx / 20.0);
else {
Placed_room_angle += (float)dx * 20.0;
ComputePlacedRoomMatrix();
}
State_changed = 1;
}
} else {
MoveWorld();
}
}
// very temorary key handler
// Slew the texture view
bool was_outside = (OBJECT_OUTSIDE(Viewer_object) != 0);
int slew_flags = SlewFrame(Viewer_object, Slew_limitations);
if (slew_flags & SLEW_MOVE) {
Viewer_moved = 1;
if (OBJECT_OUTSIDE(Viewer_object) && !was_outside)
SetViewMode(VM_TERRAIN);
if (!OBJECT_OUTSIDE(Viewer_object) && was_outside)
SetViewMode(VM_MINE);
}
if (slew_flags & SLEW_ROTATE)
viewer_rotated = 1;
// Update the viewer properties dialog
if (Viewer_moved && theApp.m_ViewerPropDlgPtr)
theApp.m_ViewerPropDlgPtr->UpdatePosition();
if ((Viewer_moved || viewer_rotated) && theApp.m_ViewerPropDlgPtr)
theApp.m_ViewerPropDlgPtr->UpdateOrientation();
if (slew_flags & SLEW_KEY) {
// note that if a slew key was pressed, the main view is out of keyboard focus, set
// keyboard focus to the main_view.
if (main_view && main_view != CWnd::GetFocus()) {
mprintf(0, "Restoring focus to main view.\n");
main_view->SetFocus();
}
} else if (KEY_STATE(KEY_LCTRL) || KEY_STATE(KEY_RCTRL)) {
// this is done to support CTRL-KEYPAD functions if input focus is not in main view
if (main_view && main_view != CWnd::GetFocus()) {
mprintf(0, "Restoring focus to main view.\n");
main_view->SetFocus();
}
}
/*else if (ddio_KeyInKey()) {
// this is done if you press any other key while in a keypad, to use wireframe stuff
if (main_view && main_view != CWnd::GetFocus()) {
CRuntimeClass *wndtype = CWnd::GetFocus()->GetRuntimeClass();
if (strcmp(wndtype->m_lpszClassName, "CEdit")) {
mprintf(0,"Restoring focus to main view.\n");
main_view->SetFocus();
}
}
}
*/
key = ddio_KeyInKey();
// toggle joystick slewing
if (key == (KEY_ALTED + KEY_J)) {
D3EditState.joy_slewing = !D3EditState.joy_slewing;
SlewControlInit();
}
// Check if something in the world has changed, and if so set global changed flag
if (World_changed) {
Mine_changed = 1;
// Create room objects
CreateRoomObjects();
}
// See if there's a new mine, and set/clear flags as appropriate
if (New_mine) {
World_changed = 1; // force redraws
Mine_changed = 0; // clear global changed flag
}
if (New_mine || World_changed) {
ComputeAABB(false);
}
// for old code
int suppress_wireframe_redraw = 0;
if (TV_changed) {
World_changed = 1;
suppress_wireframe_redraw = 1;
}
// Redraw the textured view if the world changed or the viewer moved
if (textured_view && (World_changed || State_changed || Viewer_moved || viewer_rotated || Object_moved)) {
textured_view->Render();
textured_view->InvalidateRect(NULL, FALSE);
}
// Keep track of whether viewer moved for next frame, since we only redraw the
// wireframe after the viewer has stopped slewing
Dirty_wireframe |= (Viewer_moved != 0);
// Redraw the wireframe view if the world changed or the view was changed
if (wireframe_view && !suppress_wireframe_redraw &&
((World_changed || State_changed || Edview_changed) ||
(!Viewer_moved && !viewer_rotated && Dirty_wireframe && !(Editor_view_mode == VM_TERRAIN)))) {
if (!Object_moved) {
wireframe_view->Render();
wireframe_view->InvalidateRect(NULL, FALSE);
Dirty_wireframe = 0;
}
}
// Check to stop slew. (Why is this here?)
if (ddio_KeyDownTime(KEY_PAD5) > 0)
SlewStop(Viewer_object);
// Check for debugger break
if (KEY_STATE(KEY_BACKSP) > 0 && KEY_STATE(KEY_LSHIFT) > 0) {
Int3();
ddio_KeyFlush();
}
// What does this do?
if (main_frame)
main_frame->OnIdle();
// Reset all flags
World_changed = State_changed = Viewer_moved = Edview_changed = New_mine = TV_changed = 0;
// Compute Frame_time
CalcFrameTime();
// Tell MFC whether or not our document has been changed
if (main_doc)
main_doc->SetModifiedFlag(Mine_changed);
// this is done to allow selection boxes in the main frame.
SelManager.Defer();
// this is done to allow object moving
ObjMoveManager.Defer();
// defer to MFC
CWinApp::OnIdle(lCount);
return TRUE;
}
// Save current editor settings to the registry
void SaveEditorSettings() {
oeLnxAppDatabase Editor_database((oeLnxAppDatabase *)Database);
bool res;
int speed;
res = Editor_database.lookup_record("editor");
if (!res) {
mprintf(0, "Can't get editor registry path\n");
Int3();
return;
}
Editor_database.write("texdlg_texture", D3EditState.texdlg_texture);
Editor_database.write("current_obj_type", D3EditState.current_obj_type);
Editor_database.write("current_powerup", D3EditState.current_powerup);
Editor_database.write("current_door", D3EditState.current_door);
Editor_database.write("current_robot", D3EditState.current_robot);
Editor_database.write("current_ship", D3EditState.current_ship);
Editor_database.write("current_sound", D3EditState.current_sound);
Editor_database.write("current_weapon", D3EditState.current_weapon);
Editor_database.write("current_path", D3EditState.current_path);
Editor_database.write("current_node", D3EditState.current_node);
Editor_database.write("current_megacell", D3EditState.current_megacell);
Editor_database.write("current_clutter", D3EditState.current_clutter);
Editor_database.write("current_building", D3EditState.current_building);
Editor_database.write("texscr_visible", D3EditState.texscr_visible);
Editor_database.write("texscr_x", D3EditState.texscr_x);
Editor_database.write("texscr_y", D3EditState.texscr_y);
Editor_database.write("texscr_w", D3EditState.texscr_w);
Editor_database.write("texscr_h", D3EditState.texscr_h);
Editor_database.write("wirescr_visible", D3EditState.wirescr_visible);
Editor_database.write("wirescr_x", D3EditState.wirescr_x);
Editor_database.write("wirescr_y", D3EditState.wirescr_y);
Editor_database.write("wirescr_w", D3EditState.wirescr_w);
Editor_database.write("wirescr_h", D3EditState.wirescr_h);
Editor_database.write("keypad_visible", D3EditState.keypad_visible);
Editor_database.write("keypad_current", D3EditState.keypad_current);
Editor_database.write("float_keypad_x", D3EditState.float_keypad_x);
Editor_database.write("float_keypad_y", D3EditState.float_keypad_y);
Editor_database.write("float_keypad_w", D3EditState.float_keypad_w);
Editor_database.write("float_keypad_h", D3EditState.float_keypad_h);
Editor_database.write("objmodeless_x", D3EditState.objmodeless_x);
Editor_database.write("objmodeless_y", D3EditState.objmodeless_y);
Editor_database.write("objmodeless_on", D3EditState.objmodeless_on);
Editor_database.write("tile_views", D3EditState.tile_views);
Editor_database.write("game_render_mode", D3EditState.game_render_mode);
Editor_database.write("terrain_dots", D3EditState.terrain_dots);
Editor_database.write("terrain_flat_shade", D3EditState.terrain_flat_shade);
Editor_database.write("randomize_megacell", D3EditState.randomize_megacell);
Editor_database.write("box_selection_mode", D3EditState.box_selection_mode);
Editor_database.write("object_move_mode", D3EditState.object_move_mode);
Editor_database.write("fullscreen_debug", D3EditState.fullscreen_debug_state);
Editor_database.write("object_move_axis", D3EditState.object_move_axis);
Editor_database.write("texture_display_flags", D3EditState.texture_display_flags);
speed = ((Slew_key_speed - 0.5) / 0.5);
Editor_database.write("slew_key_speed", speed);
Editor_database.write("joy_slewing", D3EditState.joy_slewing);
}
// Load editor settings from the registry
void LoadEditorSettings() {
oeLnxAppDatabase Editor_database((oeLnxAppDatabase *)Database);
bool res;
int speed = (int)((Slew_key_speed - 0.5) / 0.5);
res = Editor_database.lookup_record("editor");
if (!res) {
mprintf(0, "Can't get editor registry path\n");
Int3();
return;
}
Editor_database.read_int("texdlg_texture", &D3EditState.texdlg_texture);
Editor_database.read_int("current_obj_type", &D3EditState.current_obj_type);
Editor_database.read_int("current_powerup", &D3EditState.current_powerup);
Editor_database.read_int("current_door", &D3EditState.current_door);
Editor_database.read_int("current_robot", &D3EditState.current_robot);
Editor_database.read_int("current_clutter", &D3EditState.current_clutter);
Editor_database.read_int("current_building", &D3EditState.current_building);
Editor_database.read_int("current_ship", &D3EditState.current_ship);
Editor_database.read_int("current_sound", &D3EditState.current_sound);
Editor_database.read_int("current_weapon", &D3EditState.current_weapon);
Editor_database.read_int("current_path", &D3EditState.current_path);
Editor_database.read_int("current_node", &D3EditState.current_node);
Editor_database.read_int("current_megacell", &D3EditState.current_megacell);
Editor_database.read("texscr_visible", &D3EditState.texscr_visible);
Editor_database.read_int("texscr_x", &D3EditState.texscr_x);
Editor_database.read_int("texscr_y", &D3EditState.texscr_y);
Editor_database.read_int("texscr_w", &D3EditState.texscr_w);
Editor_database.read_int("texscr_h", &D3EditState.texscr_h);
Editor_database.read("wirescr_visible", &D3EditState.wirescr_visible);
Editor_database.read_int("wirescr_x", &D3EditState.wirescr_x);
Editor_database.read_int("wirescr_y", &D3EditState.wirescr_y);
Editor_database.read_int("wirescr_w", &D3EditState.wirescr_w);
Editor_database.read_int("wirescr_h", &D3EditState.wirescr_h);
Editor_database.read("keypad_visible", &D3EditState.keypad_visible);
Editor_database.read_int("keypad_current", &D3EditState.keypad_current);
Editor_database.read_int("float_keypad_x", &D3EditState.float_keypad_x);
Editor_database.read_int("float_keypad_y", &D3EditState.float_keypad_y);
Editor_database.read_int("float_keypad_w", &D3EditState.float_keypad_w);
Editor_database.read_int("float_keypad_h", &D3EditState.float_keypad_h);
Editor_database.read_int("objmodeless_x", &D3EditState.objmodeless_x);
Editor_database.read_int("objmodeless_y", &D3EditState.objmodeless_y);
Editor_database.read("objmodeless_on", &D3EditState.objmodeless_on);
Editor_database.read("tile_views", &D3EditState.tile_views);
Editor_database.read_int("game_render_mode", &D3EditState.game_render_mode);
Editor_database.read("terrain_dots", &D3EditState.terrain_dots);
Editor_database.read("terrain_flat_shade", &D3EditState.terrain_flat_shade);
Editor_database.read("randomize_megacell", &D3EditState.randomize_megacell);
Editor_database.read_int("box_selection_mode", &D3EditState.box_selection_mode);
Editor_database.read_int("object_move_mode", &D3EditState.object_move_mode);
Editor_database.read("fullscreen_debug", &D3EditState.fullscreen_debug_state);
Editor_database.read_int("object_move_axis", &D3EditState.object_move_axis);
Editor_database.read_int("slew_key_speed", &speed);
Editor_database.read_int("texture_display_flags", &D3EditState.texture_display_flags);
Editor_database.read_int("joy_slewing", &D3EditState.joy_slewing);
Slew_key_speed = ((float)speed * 0.5) + 0.5;
// Since we are loading in the values of the floating keypad's position, it has moved.
// If the values for the floating keypad position haven't been set, then don't specify
// the keypad as having moved. - Samir
if (D3EditState.float_keypad_x != -1)
D3EditState.float_keypad_moved = 1;
}
// InitEditorState
// loads in editor state values and sets them
void CEditorApp::InitEditorState() {
float scr_aspect_x, scr_aspect_y;
scr_aspect_x = ((float)GetSystemMetrics(SM_CXSCREEN)) / ((float)EDITOR_RESOLUTION_X);
scr_aspect_y = ((float)GetSystemMetrics(SM_CYSCREEN)) / ((float)EDITOR_RESOLUTION_Y);
// Initialize all variables to zero
memset(&D3EditState, 0, sizeof(d3edit_state));
// Initialize a bunch of non-zero variables in case there are no variables in the registry
D3EditState.texscr_visible = 1;
D3EditState.texscr_x = 0;
D3EditState.texscr_y = 0;
D3EditState.texscr_w = (int)(scr_aspect_x * ((float)TEXSCREEN_WIDTH));
D3EditState.texscr_h = (int)(scr_aspect_y * ((float)TEXSCREEN_HEIGHT));
D3EditState.wirescr_visible = 1;
D3EditState.wirescr_x = 20;
D3EditState.wirescr_y = 20;
D3EditState.wirescr_w = (int)(scr_aspect_x * ((float)WIRESCREEN_WIDTH));
D3EditState.wirescr_h = (int)(scr_aspect_y * ((float)WIRESCREEN_HEIGHT));
D3EditState.keypad_visible = 1;
D3EditState.keypad_current = TAB_TEXTURE_KEYPAD;
D3EditState.float_keypad_moved = 0;
D3EditState.float_keypad_x = -1;
D3EditState.float_keypad_y = -1;
D3EditState.float_keypad_w = -1;
D3EditState.float_keypad_h = -1;
D3EditState.objmodeless_x = GetSystemMetrics(SM_CXSCREEN) / 2;
D3EditState.objmodeless_y = GetSystemMetrics(SM_CYSCREEN) / 2;
D3EditState.objmodeless_on = false;
D3EditState.tile_views = 1;
D3EditState.current_obj_type = OBJ_POWERUP;
D3EditState.current_powerup = 0;
D3EditState.current_building = 0;
D3EditState.current_clutter = 0;
D3EditState.current_door = 0;
D3EditState.current_room = -1;
D3EditState.node_movement_inc = 1.0f;
// preferences
D3EditState.game_render_mode = GM_WINDOWED;
D3EditState.fullscreen_debug_state = false;
D3EditState.object_move_axis = OBJMOVEAXIS_XY;
D3EditState.texscale = 1.0;
D3EditState.joy_slewing = true;
D3EditState.objects_in_wireframe = true;
Editor_active = true;
}
CDocument *CEditorApp::OpenDocumentFile(LPCTSTR lpszFileName) {
// TODO: Add your specialized code here and/or call the base class
if (main_doc)
if (main_doc->GetPathName() == lpszFileName)
if (Mine_changed) {
// we are trying to revert to on-disk level, so we should prompt the user if he wants
// this, and then if so to close the current document
if (AfxMessageBox("This will discard all changes made to the level.\nDo you want to continue?", MB_YESNO) ==
IDYES) {
mprintf(0, "Restoring %s...\n", lpszFileName);
main_doc->OnOpenDocument(lpszFileName);
}
}
return CWinApp::OpenDocumentFile(lpszFileName);
}
// pause and resume
void CEditorApp::pause() {
m_Paused = TRUE;
ddio_KeyFlush();
ddio_Suspend();
}
bool Stay_paused = 0;
void CEditorApp::resume() {
if (Stay_paused)
return;
m_Paused = FALSE;
ddio_Resume();
ddio_KeyFlush();
}
///////////////////////////////////////////////////////////////////////////////
//
// Supplementary editor functions
//
///////////////////////////////////////////////////////////////////////////////
bool FileDialog(CWnd *wnd, BOOL open, LPCTSTR filter, char *pathname, char *initialdir, int dirlen);
// Function to print to an edit box
// Parameters: dlg - the dialog that the edit box is in
// id - the ID of the edit box
// fmt - printf-style text & arguments
void PrintToDlgItem(CDialog *dlg, int id, char *fmt, ...) {
std::va_list arglist;
char str[3000];
int len;
CEdit *ebox;
va_start(arglist, fmt);
len = std::vsnprintf(str, 3000, fmt, arglist);
va_end(arglist);
ASSERT(len < 3000);
ebox = (CEdit *)dlg->GetDlgItem(id);
if (ebox == NULL) {
Int3();
return;
}
ebox->SetWindowText(str);
}
// A quick way to use an openfiledialog/savefiledialog.
// wnd = parent window
// filter = a C string containing the extensions to look for in filenames when browsing (in MFC format)
// pathname = buffer where full pathname will be stored of file opened/saved
// initialdir = what directory to start browsing from. will also contain the new browsing directory if
// user changed directories.
// dirlen = max length of initialdir buffer including terminating null.
bool OpenFileDialog(CWnd *wnd, LPCTSTR filter, char *pathname, char *initialdir, int dirlen) {
return FileDialog(wnd, TRUE, filter, pathname, initialdir, dirlen);
}
bool SaveFileDialog(CWnd *wnd, LPCTSTR filter, char *pathname, char *initialdir, int dirlen) {
return FileDialog(wnd, FALSE, filter, pathname, initialdir, dirlen);
}
bool FileDialog(CWnd *wnd, BOOL open, LPCTSTR filter, char *pathname, char *initialdir, int dirlen) {
CFileDialog *dlg;
char saved_path[_MAX_PATH];
char search_path[_MAX_PATH];
theApp.pause();
if (open)
dlg = new CFileDialog(TRUE, 0, 0, OFN_FILEMUSTEXIST, filter, wnd);
else
dlg = new CFileDialog(FALSE, 0, 0, OFN_OVERWRITEPROMPT, filter, wnd);
// save current directory and set new directory.
if (initialdir) {
ASSERT(dirlen > 0);
ddio_GetWorkingDir(saved_path, _MAX_PATH);
if (initialdir[0]) {
lstrcpy(search_path, initialdir);
dlg->m_ofn.lpstrInitialDir = search_path;
}
}
if (dlg->DoModal() == IDCANCEL) {
if (initialdir)
ddio_SetWorkingDir(saved_path);
theApp.resume();
delete dlg;
return false;
}
// we have a filename now.
lstrcpy(pathname, dlg->GetPathName());
// restore old current directory and save current directory into initialdir.
if (initialdir) {
ddio_GetWorkingDir(initialdir, dirlen);
ddio_SetWorkingDir(saved_path);
}
theApp.resume();
delete dlg;
return true;
}
int CALC_PIXELS_WITH_ASPECTX(int pixels) {
float scr_aspect_x = ((float)GetSystemMetrics(SM_CXSCREEN)) / ((float)EDITOR_RESOLUTION_X);
return (int)(scr_aspect_x * (float)(pixels));
}
int CALC_PIXELS_WITH_ASPECTY(int pixels) {
float scr_aspect_y = ((float)GetSystemMetrics(SM_CYSCREEN)) / ((float)EDITOR_RESOLUTION_Y);
return (int)(scr_aspect_y * (float)(pixels));
}
// Move the viewer object. This should be called whenever the viewer object is moved
void MoveViewer(vector *pos, int roomnum, matrix *orient) {
bool was_outside = (OBJECT_OUTSIDE(Viewer_object) != 0);
ObjSetPos(Viewer_object, pos, roomnum, orient, false);
if (OBJECT_OUTSIDE(Viewer_object) && !was_outside)
SetViewMode(VM_TERRAIN);
if (!OBJECT_OUTSIDE(Viewer_object) && was_outside)
SetViewMode(VM_MINE);
}
|