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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** 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/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: EditWindow.cpp ///////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Westwood Studios Pacific.
- //
- // Confidential Information
- // Copyright (C) 2001 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Project: RTS3
- //
- // File name: EditWindow.cpp
- //
- // Created: Colin Day, July 2001
- //
- // Desc: Main edit window for the GUI editing tool
- //
- //-----------------------------------------------------------------------------
- ///////////////////////////////////////////////////////////////////////////////
- // SYSTEM INCLUDES ////////////////////////////////////////////////////////////
- #include <stdlib.h>
- #include <stdio.h>
- // USER INCLUDES //////////////////////////////////////////////////////////////
- #include "Common/Debug.h"
- #include "GameClient/Display.h"
- #include "GameClient/GameWindowManager.h"
- #include "W3DDevice/GameClient/W3DFileSystem.h"
- #include "Resource.h"
- #include "EditWindow.h"
- #include "GUIEdit.h"
- #include "WinMain.h"
- #include "HierarchyView.h"
- #include "Properties.h"
- #include "WW3D2/WW3D.h"
- #include "WW3D2/Render2D.h"
- // DEFINES ////////////////////////////////////////////////////////////////////
- // PRIVATE TYPES //////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- // PRIVATE DATA ///////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- Bool EditWindow::m_classRegistered = FALSE; ///< class registered flag
- char *EditWindow::m_className = "EditWindowClass"; ///< edit window class name
- ///////////////////////////////////////////////////////////////////////////////
- // PUBLIC DATA ////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- EditWindow *TheEditWindow = NULL; ///< edit window singleton
- ///////////////////////////////////////////////////////////////////////////////
- // PRIVATE PROTOTYPES /////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- // PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- // editProc ===================================================================
- /** Window procedure for the edit window */
- //=============================================================================
- LRESULT CALLBACK EditWindow::editProc( HWND hWnd, UINT message,
- WPARAM wParam, LPARAM lParam )
- {
-
- switch( message )
- {
- // ------------------------------------------------------------------------
- case WM_TIMER:
- {
- Int timerID = wParam;
- if( TheEditWindow )
- {
-
- if( timerID == TIMER_EDIT_WINDOW_PULSE )
- TheEditWindow->updatePulse();
- } // end if
- return 0;
- } // end timer
- //-------------------------------------------------------------------------
- case WM_MOUSEMOVE:
- case WM_LBUTTONDOWN:
- case WM_LBUTTONUP:
- case WM_MBUTTONDOWN:
- case WM_MBUTTONUP:
- case WM_RBUTTONDOWN:
- case WM_RBUTTONUP:
- {
- TheEditWindow->mouseEvent( message, wParam, lParam );
- return 0;
- } // end mouse events
- // ------------------------------------------------------------------------
- case WM_COMMAND:
- {
- Int controlID = LOWORD( wParam );
- // Int nofifyCode = HIWORD( wParam );
- // HWND hWndControl = (HWND)lParam;
- switch( controlID )
- {
- // --------------------------------------------------------------------
- case POPUP_MENU_NEW_WINDOW:
- case POPUP_MENU_NEW_PUSH_BUTTON:
- case POPUP_MENU_NEW_RADIO_BUTTON:
- case POPUP_MENU_NEW_TAB_CONTROL:
- case POPUP_MENU_NEW_CHECK_BOX:
- case POPUP_MENU_NEW_LISTBOX:
- case POPUP_MENU_NEW_COMBO_BOX:
- case POPUP_MENU_NEW_HORIZONTAL_SLIDER:
- case POPUP_MENU_NEW_VERTICAL_SLIDER:
- case POPUP_MENU_NEW_PROGRESS_BAR:
- case POPUP_MENU_NEW_TEXT_ENTRY:
- case POPUP_MENU_NEW_STATIC_TEXT:
- case POPUP_MENU_PROPERTIES:
- case POPUP_MENU_DELETE:
- case POPUP_MENU_BRING_TO_TOP:
- {
- ICoord2D pos;
- GameWindow *window;
- // get position the menu was initiated at
- TheEditWindow->getPopupMenuClickPos( &pos );
- //
- // if the position the user clicked at was on another window,
- // that window will become the parent of the new one
- //
- window = TheEditor->getWindowAtPos( pos.x, pos.y );
- // create new window at that location
- switch( controlID )
- {
-
- // ----------------------------------------------------------------
- case POPUP_MENU_NEW_WINDOW:
- TheEditor->newWindow( GWS_USER_WINDOW,
- window, pos.x, pos.y,
- 15 * TheEditor->getGridResolution(),
- 15 * TheEditor->getGridResolution() );
- break;
- // ----------------------------------------------------------------
- case POPUP_MENU_NEW_PUSH_BUTTON:
- TheEditor->newWindow( GWS_PUSH_BUTTON,
- window, pos.x, pos.y,
- 15 * TheEditor->getGridResolution(),
- 3 * TheEditor->getGridResolution() );
- break;
- // ----------------------------------------------------------------
- case POPUP_MENU_NEW_CHECK_BOX:
- TheEditor->newWindow( GWS_CHECK_BOX,
- window, pos.x, pos.y,
- 15 * TheEditor->getGridResolution(),
- 3 * TheEditor->getGridResolution() );
- break;
- // ----------------------------------------------------------------
- case POPUP_MENU_NEW_RADIO_BUTTON:
- TheEditor->newWindow( GWS_RADIO_BUTTON,
- window, pos.x, pos.y,
- 15 * TheEditor->getGridResolution(),
- 3 * TheEditor->getGridResolution() );
- break;
- // ----------------------------------------------------------------
- case POPUP_MENU_NEW_TAB_CONTROL:
- TheEditor->newWindow( GWS_TAB_CONTROL,
- window, pos.x, pos.y,
- 45 * TheEditor->getGridResolution(),
- 30 * TheEditor->getGridResolution() );
- break;
- // ----------------------------------------------------------------
- case POPUP_MENU_NEW_LISTBOX:
- TheEditor->newWindow( GWS_SCROLL_LISTBOX,
- window, pos.x, pos.y,
- 20 * TheEditor->getGridResolution(),
- 20 * TheEditor->getGridResolution() );
- break;
-
- // ----------------------------------------------------------------
- case POPUP_MENU_NEW_COMBO_BOX:
- TheEditor->newWindow( GWS_COMBO_BOX,
- window, pos.x, pos.y,
- 15 * TheEditor->getGridResolution(),
- 3 * TheEditor->getGridResolution() );
- break;
- // ----------------------------------------------------------------
- case POPUP_MENU_NEW_HORIZONTAL_SLIDER:
- TheEditor->newWindow( GWS_HORZ_SLIDER,
- window, pos.x, pos.y,
- 20 * TheEditor->getGridResolution(),
- GADGET_SIZE );
- break;
- // ----------------------------------------------------------------
- case POPUP_MENU_NEW_VERTICAL_SLIDER:
- TheEditor->newWindow( GWS_VERT_SLIDER,
- window, pos.x, pos.y,
- GADGET_SIZE,
- 20 * TheEditor->getGridResolution() );
- break;
- // ----------------------------------------------------------------
- case POPUP_MENU_NEW_PROGRESS_BAR:
- TheEditor->newWindow( GWS_PROGRESS_BAR,
- window, pos.x, pos.y,
- 40 * TheEditor->getGridResolution(),
- GADGET_SIZE );
- break;
- // ----------------------------------------------------------------
- case POPUP_MENU_NEW_TEXT_ENTRY:
- TheEditor->newWindow( GWS_ENTRY_FIELD,
- window, pos.x, pos.y,
- 20 * TheEditor->getGridResolution(),
- 25 );
- break;
- // ----------------------------------------------------------------
- case POPUP_MENU_NEW_STATIC_TEXT:
- TheEditor->newWindow( GWS_STATIC_TEXT,
- window, pos.x, pos.y,
- 15 * TheEditor->getGridResolution(),
- 15 * TheEditor->getGridResolution() );
- break;
- // ----------------------------------------------------------------
- case POPUP_MENU_DELETE:
- TheEditor->deleteSelected();
- break;
- // ----------------------------------------------------------------
- case POPUP_MENU_BRING_TO_TOP:
- TheEditor->bringSelectedToTop();
- break;
- // ----------------------------------------------------------------
- case POPUP_MENU_PROPERTIES:
- if( window )
- InitPropertiesDialog( window, pos.x, pos.y );
- break;
- } // end switch
- break;
- } // end new window
- } // end switch on control id
- return 0;
- } // end command
- // ------------------------------------------------------------------------
- default:
- {
-
- break;
- } // end default
- } // end switch( message )
- return DefWindowProc( hWnd, message, wParam, lParam );
- } // end editProc
- // EditWindow::registerEditWindowClass ========================================
- /** Register a class with the windows OS for an edit window */
- //=============================================================================
- void EditWindow::registerEditWindowClass( void )
- {
- WNDCLASSEX wcex;
- ATOM atom;
- HINSTANCE hInst = TheEditor->getInstance();
- wcex.cbSize = sizeof( WNDCLASSEX );
- wcex.style = CS_HREDRAW | CS_VREDRAW;
- wcex.lpfnWndProc = (WNDPROC)editProc;
- wcex.cbClsExtra = 0;
- wcex.cbWndExtra = 0;
- wcex.hInstance = hInst;
- wcex.hIcon = LoadIcon( hInst, (LPCTSTR)IDI_GUIEDIT );
- wcex.hCursor = NULL; //LoadCursor(NULL, IDC_ARROW);
- wcex.hbrBackground = (HBRUSH)GetStockObject( BLACK_BRUSH );
- wcex.lpszMenuName = NULL;
- wcex.lpszClassName = m_className;
- wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);
- atom = RegisterClassEx( &wcex );
-
- // if successfully registered we don't ever need to do this again
- if( atom != 0 )
- m_classRegistered = TRUE;
- } // end registerEditWindowClass
- ///////////////////////////////////////////////////////////////////////////////
- // PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- // EditWindow::EditWindow =====================================================
- /** */
- //=============================================================================
- EditWindow::EditWindow( void )
- {
- m_pulse = 0;
- m_size.x = 0;
- m_size.y = 0;
- m_bitDepth = 32;
- m_editWindowHWnd = NULL;
- m_assetManager = NULL;
- m_2DRender = NULL;
- m_w3dInitialized = FALSE;
- m_popupMenuClickPos.x = 0;
- m_popupMenuClickPos.y = 0;
- m_pickedWindow = NULL;
- m_dragMoveOrigin.x = 0;
- m_dragMoveOrigin.y = 0;
- m_dragMoveDest.x = 0;
- m_dragMoveDest.y = 0;
- m_dragSelecting = FALSE;
- m_selectRegion.lo.x = 0;
- m_selectRegion.lo.y = 0;
- m_selectRegion.hi.x = 0;
- m_selectRegion.hi.y = 0;
- m_resizingWindow = FALSE;
- m_windowToResize = NULL;
- m_resizeOrigin.x = 0;
- m_resizeOrigin.y = 0;
- m_resizeDest.x = 0;
- m_resizeDest.y = 0;
- m_backgroundColor.red = 0.0f;
- m_backgroundColor.green = 0.3f;
- m_backgroundColor.blue = 0.3f;
- m_backgroundColor.alpha = 1.0f;
- m_clipRegion.lo.x = 0;
- m_clipRegion.lo.y = 0;
- m_clipRegion.hi.x = 0;
- m_clipRegion.hi.y = 0;
- m_isClippedEnabled = FALSE;
- } // end EditWindow
- // EditWindow::~EditWindow ====================================================
- /** */
- //=============================================================================
- EditWindow::~EditWindow( void )
- {
- // call the shutdown
- shutdown();
- } // end ~EditWindow
- // EditWindow::init ===========================================================
- /** Initialize the edit window */
- //=============================================================================
- void EditWindow::init( UnsignedInt clientWidth, UnsignedInt clientHeight )
- {
- UnsignedInt windowStyle = WS_CHILD | WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_BORDER | WS_CAPTION;
- UnsignedInt extendedWindowStyle = 0;
- ICoord2D size;
- // register an edit window class with windows if not already done
- if( m_classRegistered == FALSE )
- registerEditWindowClass();
- // create 2D renderer
- m_2DRender = new Render2DClass;
- // save width and height
- size.x = clientWidth;
- size.y = clientHeight;
- setSize( &size );
- //
- // we want a client area the specified width and height, figure out how
- // big our window rectangle needs to be in order to have a client are
- // of that size
- //
- RECT clientRect;
- clientRect.left = 0;
- clientRect.top = 0;
- clientRect.right = m_size.x;
- clientRect.bottom = m_size.y;
- AdjustWindowRect( &clientRect, windowStyle, FALSE );
- // create the window
- m_editWindowHWnd = CreateWindowEx( extendedWindowStyle, // extended window style
- m_className, // class name
- "Edit Window", // window name
- windowStyle, // style bits
- 0, // x location
- 0, // y location
- clientRect.right - clientRect.left, // width
- clientRect.bottom - clientRect.top, // height,
- TheEditor->getWindowHandle(), // parent
- NULL, // menu
- TheEditor->getInstance(), // instance
- NULL ); // creation parameters
- // display the window
- ShowWindow( m_editWindowHWnd, SW_SHOW );
- // create the file system for our asset file locations
- TheW3DFileSystem = new W3DFileSystem; // our own file system for asset locations
- // initialize W3D
- WWMath::Init();
- WW3D::Init( m_editWindowHWnd );
- WW3D::Set_Screen_UV_Bias( TRUE ); ///< this makes text look good :)
- if( WW3D::Set_Render_Device( 0,
- m_size.x,
- m_size.y,
- m_bitDepth,
- TRUE ) != WW3D_ERROR_OK )
- {
- assert( 0 );
- shutdown();
- return;
- } // end if
- // create asset manager
- m_assetManager = new WW3DAssetManager;
- assert( m_assetManager );
- m_assetManager->Set_WW3D_Load_On_Demand( true );
- // W3D is now initialized
- m_w3dInitialized = TRUE;
- // set a timer for updating visual pulse drawing
- SetTimer( m_editWindowHWnd, TIMER_EDIT_WINDOW_PULSE, 5, NULL );
- } // end init
- // EditWindow::shutdown =======================================================
- /** Shutdown edit window */
- //=============================================================================
- void EditWindow::shutdown( void )
- {
- // delete 2d renderer
- delete m_2DRender;
- m_2DRender = NULL;
- // delete asset manager
- m_assetManager->Free_Assets();
- delete m_assetManager;
- // shutdown WW3D
- WW3D::Shutdown();
- WWMath::Shutdown();
- // delete the w3d file system
- delete TheW3DFileSystem;
- TheW3DFileSystem = NULL;
- // destroy the edit window
- if( m_editWindowHWnd )
- DestroyWindow( m_editWindowHWnd );
- m_editWindowHWnd = NULL;
- // unregister our edit window class
- UnregisterClass( m_className, TheEditor->getInstance() );
- m_classRegistered = FALSE;
- } // EditWindowShutdown
- // EditWindow::updatePulse ====================================================
- /** Update pulse from timer message */
- //=============================================================================
- void EditWindow::updatePulse( void )
- {
- static Bool dir = 1;
- static Int stepSize = 4;
- static Int pulseMax = 175,
- pulseMin = 75;
- // this is used for drawing pusling lines for moving stuff
- if( dir == 1 )
- {
- m_pulse += stepSize;
- if( m_pulse >= pulseMax )
- dir = 0;
- } // end if
- else
- {
- m_pulse -= stepSize;
- if( m_pulse <= pulseMin )
- dir = 1;
- } // end else
- } // end updatePulse
- // EditWindow::mouseEvent =====================================================
- /** A mouse event has occurred from our window procedure */
- //=============================================================================
- void EditWindow::mouseEvent( UnsignedInt windowsMessage,
- WPARAM wParam, LPARAM lParam )
- {
- Int x = LOWORD( lParam );
- Int y = HIWORD( lParam );
- Bool controlDown = BitTest( GetKeyState( VK_CONTROL ), 0x1000 );
- ICoord2D mouse;
- // setup mouse in nice struct
- mouse.x = x;
- mouse.y = y;
- // for mouse move messges always update the status bar
- if( windowsMessage == WM_MOUSEMOVE )
- {
- char buffer[ 64 ];
- ICoord2D mousePrint;
- // only print mouse positions in the edit window
- mousePrint.x = x;
- mousePrint.y = y;
- if( mousePrint.x < 0 )
- mousePrint.x = 0;
- if( mousePrint.x > m_size.x )
- mousePrint.x = m_size.x;
- if( mousePrint.y < 0 )
- mousePrint.y = 0;
- if( mousePrint.y > m_size.y )
- mousePrint.y = m_size.y;
- sprintf( buffer, "Mouse Location (X = %d, Y = %d)",
- mousePrint.x, mousePrint.y );
- TheEditor->statusMessage( STATUS_MOUSE_COORDS, buffer );
- // keep focus in our app
- if( GetFocus() != TheEditor->getWindowHandle() )
- SetFocus( TheEditor->getWindowHandle() );
- } // end if
- //
- // if we're in test mode just pump all input through to the
- // window system so we can see how everything acts
- //
- if( TheEditor->getMode() == MODE_TEST_RUN )
- {
- if( TheWin32Mouse )
- TheWin32Mouse->addWin32Event( windowsMessage, wParam, lParam, NO_TIME_FROM_WINDOWS);
-
- return;
- } // end if
- //
- // If we're in the keyboard move, ignore the mouse
- //
- if (TheEditor->getMode() == MODE_KEYBOARD_MOVE)
- return;
- // do logic for each of the mouse messages
- switch( windowsMessage )
- {
- // ------------------------------------------------------------------------
- case WM_MOUSEMOVE:
- {
- //
- // this is really stupid, but the tree controls just don't
- // give enough hooks into all the events we need ... it's possible
- // to be in drag and drop mode due to menus opening up and the
- // user clicking on blank area etc. So if the mouse is in the
- // the edit window just make sure all our drag and drop stuff is
- // clear in the hierarchy
- //
- TheHierarchyView->setDragWindow( NULL );
- TheHierarchyView->setDragTarget( NULL );
- TheHierarchyView->setPopupTarget( NULL );
- if( TheEditor->getMode() == MODE_DRAG_MOVE )
- {
- // update destination for drag move
- m_dragMoveDest = mouse;
- } // end if
- else if( m_dragSelecting )
- {
- // update drag selection region
- m_selectRegion.hi.x = x;
- m_selectRegion.hi.y = y;
- } // end else if
- else if( m_resizingWindow )
- {
- // save the position of our mouse for resizing
- m_resizeDest = mouse;
- } // end else if
- else
- {
- //
- // if we have ONE window selected and are close to an anchor corner
- // to resize it change the cursor to resize cursor
- //
- TheEditWindow->handleResizeAvailable( x, y );
- } // end else
- break;
- } // end mouse move
- // ------------------------------------------------------------------------
- case WM_LBUTTONDOWN:
- {
- //
- // if we're in drag move mode ignore this command ... usually this
- // doesn't happen cause you usually get into drag move mode by pressing
- // down, holding down, and dragging ... but it's possible to move
- // windows via the hierarchy view for those hard to reach windows
- //
- if( TheEditor->getMode() == MODE_DRAG_MOVE &&
- TheEditor->selectionCount() == 1 &&
- TheHierarchyView->getPopupTarget() != NULL )
- break;
- //
- // if we are in one of the resize modes then this click will
- // resize the window selected
- //
- if( TheEditor->getMode() == MODE_RESIZE_TOP_LEFT ||
- TheEditor->getMode() == MODE_RESIZE_BOTTOM_RIGHT ||
- TheEditor->getMode() == MODE_RESIZE_TOP_RIGHT ||
- TheEditor->getMode() == MODE_RESIZE_BOTTOM_LEFT ||
- TheEditor->getMode() == MODE_RESIZE_TOP ||
- TheEditor->getMode() == MODE_RESIZE_BOTTOM ||
- TheEditor->getMode() == MODE_RESIZE_RIGHT ||
- TheEditor->getMode() == MODE_RESIZE_LEFT )
- {
- // mouse movements will now resize the window in the selection list
- m_windowToResize = TheEditor->getFirstSelected();
- if( m_windowToResize )
- m_resizingWindow = TRUE;
- // save our mouse position for the resizing process
- m_resizeOrigin = mouse;
- m_resizeDest = mouse;
- } // end if
- else
- {
- GameWindow *window = TheEditor->getWindowAtPos( x, y );
- if( window )
- {
- //
- // if this window is not selected, then this window will become
- // the selected window instead of anything else that is selected.
- //
- if( TheEditor->isWindowSelected( window ) == FALSE )
- {
- //
- // if control key is not down we clear selections, otherwise
- // we will add this one to the select list
- //
- if( controlDown == FALSE )
- TheEditor->clearSelections();
- // select this window
- TheEditor->selectWindow( window );
- } // end if
- else
- {
- //
- // this window is selected, if control is down we will
- // unselect this window
- //
- if( controlDown == TRUE )
- {
- TheEditor->unSelectWindow( window );
- }
- // only proceed into drag mode if we have something selected
- else if( TheEditor->isWindowSelected( window ) )
- {
- // set move locations
- m_dragMoveOrigin = mouse;
- m_dragMoveDest = mouse;
- // capture the mouse
- SetCapture( m_editWindowHWnd );
- // change to drag move mode and switch cursor
- TheEditor->setMode( MODE_DRAG_MOVE );
- } // end if
- } // end else
- } // end if
- else
- {
- // start a drag selection box
- m_dragSelecting = TRUE;
- m_selectRegion.lo.x = x;
- m_selectRegion.lo.y = y;
- m_selectRegion.hi.x = x;
- m_selectRegion.hi.y = y;
- } // end else
- } // end if
- break;
- } // end left button down
- // ------------------------------------------------------------------------
- case WM_LBUTTONUP:
- {
- // exit drag move mode
- if( TheEditor->getMode() == MODE_DRAG_MOVE )
- {
- // move the windows
- if ((m_dragMoveOrigin.x != m_dragMoveDest.x) || (m_dragMoveOrigin.y != m_dragMoveDest.y)) {
- TheEditor->dragMoveSelectedWindows( &m_dragMoveOrigin, &m_dragMoveDest );
- }
- // release capture
- SetCapture( NULL );
- // go back to normal mode
- TheEditor->setMode( MODE_EDIT );
- } // end if
- else if( m_dragSelecting )
- {
- // select the windows in the region
- TheEditor->selectWindowsInRegion( &m_selectRegion );
- // stop a drag selection if in progress
- m_dragSelecting = FALSE;
- } // end else
- else if( m_resizingWindow )
- {
- GameWindow *window = TheEditor->getFirstSelected();
- DEBUG_ASSERTCRASH(window, ("No window selected for resize!"));
- if (window)
- {
- ICoord2D resultLoc, resultSize;
- ICoord2D dest = m_resizeDest;
- // adjust resize dest by the grid if it's on
- if( TheEditor->isGridSnapOn() )
- TheEditor->gridSnapLocation( &dest, &dest );
- // compute the location to resize it at
- TheEditor->computeResizeLocation( TheEditor->getMode(),
- window,
- &m_resizeOrigin, &dest,
- &resultLoc, &resultSize );
- // move the window
- TheEditor->moveWindowTo( window, resultLoc.x, resultLoc.y );
- // resize the window
- window->winSetSize( resultSize.x, resultSize.y );
- }
-
- // go back to normal
- m_resizingWindow = FALSE;
- TheEditor->setMode( MODE_EDIT );
- } // end resizing window
- break;
- } // end left button up
- // ------------------------------------------------------------------------
- case WM_MBUTTONDOWN:
- {
- break;
- } // end middle button down
- // ------------------------------------------------------------------------
- case WM_MBUTTONUP:
- {
- break;
- } // end middle button up
- // ------------------------------------------------------------------------
- case WM_RBUTTONDOWN:
- {
- ICoord2D clickPos = mouse;
- GameWindow *window;
- // adjust the mouse pos if we're on a grid
- if( TheEditor->isGridSnapOn() )
- TheEditor->gridSnapLocation( &mouse, &clickPos );
- // get the window at the click pos
- window = TheEditor->getWindowAtPos( clickPos.x, clickPos.y );
-
- //
- // if there is a window here and it is not part of the selection
- // list, everything else is unselected
- //
- if( window )
- {
- if( TheEditor->isWindowSelected( window ) == FALSE )
- TheEditor->clearSelections();
- // select this window
- TheEditor->selectWindow( window );
- } // end if
- else
- {
- // no window here, clear selections anyway
- TheEditor->clearSelections();
- } // end else
-
- // open right click menu
- TheEditWindow->openPopupMenu( clickPos.x, clickPos.y );
- break;
- } // end right button down
- // ------------------------------------------------------------------------
- case WM_RBUTTONUP:
- {
- break;
- } // end right button up
- // ------------------------------------------------------------------------
- default:
- {
- break;
- } // end default
- } // end switch on widnows message
- } // end mouseEvent
- // EditWindow::inCornerTolerance ==============================================
- /** If the 'dest' point is within 'tolerance' distance to the 'source'
- * point this returns TRUE */
- //=============================================================================
- Bool EditWindow::inCornerTolerance( ICoord2D *dest, ICoord2D *source,
- Int tolerance )
- {
- IRegion2D region;
- // sanity
- if( dest == NULL || source == NULL )
- return FALSE;
- /// @todo we should write PointInRegion() stuff again like it was in Nox
- // build the region around the source point
- region.lo.x = source->x - tolerance;
- region.lo.y = source->y - tolerance;
- region.hi.x = source->x + tolerance;
- region.hi.y = source->y + tolerance;
- // check if in region
- if( dest->x >= region.lo.x &&
- dest->x <= region.hi.x &&
- dest->y >= region.lo.y &&
- dest->y <= region.hi.y )
- return TRUE;
-
- return FALSE;
-
- } // end inCornerTolerance
- // EditWindow::inLineTolerance ================================================
- /** If the 'dest' point is within the region defined around the
- * line with th specified tolerance return TRUE */
- //=============================================================================
- Bool EditWindow::inLineTolerance( ICoord2D *dest,
- ICoord2D *lineStart, ICoord2D *lineEnd,
- Int tolerance )
- {
- IRegion2D region;
- // sanity
- if( dest == NULL || lineStart == NULL || lineEnd == NULL )
- return FALSE;
- // setup region
- region.lo.x = lineStart->x - tolerance;
- region.lo.y = lineStart->y - tolerance;
- region.hi.x = lineEnd->x + tolerance;
- region.hi.y = lineEnd->y + tolerance;
- // check if in region
- if( dest->x >= region.lo.x &&
- dest->x <= region.hi.x &&
- dest->y >= region.lo.y &&
- dest->y <= region.hi.y )
- return TRUE;
-
- return FALSE;
- } // end inLineTolerance
- // EditWindow::handleResizeAvailable ==========================================
- /** Given the mouse position, if it is close enough to a corner of a
- * SINGLE selected window then we change the icon to the appropriate
- * resize icon. If the mouse is not moved from this position then
- * the next left click will allow for a resize of the window */
- //=============================================================================
- void EditWindow::handleResizeAvailable( Int mouseX, Int mouseY )
- {
- GameWindow *window;
- ICoord2D origin, size, mouse, point;
- const Int tol = 5;
-
- // if there is zero or more than 1 window selected we can't resize
- if( TheEditor->selectionCount() != 1 )
- return;
- // get mouse data in a nice coord 2d
- mouse.x = mouseX;
- mouse.y = mouseY;
- // get the selected window data
- window = TheEditor->getFirstSelected();
- window->winGetScreenPosition( &origin.x, &origin.y );
- window->winGetSize( &size.x, &size.y );
-
- // check for around top left corner
- point = origin;
- if( inCornerTolerance( &mouse, &point, tol ) == TRUE )
- {
- TheEditor->setMode( MODE_RESIZE_TOP_LEFT );
- return;
- } // end if
- // check for around bottom right corner
- point.x = origin.x + size.x;
- point.y = origin.y + size.y;
- if( inCornerTolerance( &mouse, &point, tol ) == TRUE )
- {
- TheEditor->setMode( MODE_RESIZE_BOTTOM_RIGHT );
- return;
- } // end if
- // check for around top right corner
- point.x = origin.x + size.x;
- point.y = origin.y;
- if( inCornerTolerance( &mouse, &point, tol ) == TRUE )
- {
-
- TheEditor->setMode( MODE_RESIZE_TOP_RIGHT );
- return;
- } // end if
- // check for around bottom left corner
- point.x = origin.x;
- point.y = origin.y + size.y;
- if( inCornerTolerance( &mouse, &point, tol ) == TRUE )
- {
- TheEditor->setMode( MODE_RESIZE_BOTTOM_LEFT );
- return;
- } // end if
- ICoord2D lineStart, lineEnd;
- // check for along top edge
- lineStart = origin;
- lineEnd.x = origin.x + size.x;
- lineEnd.y = origin.y;
- if( inLineTolerance( &mouse, &lineStart, &lineEnd, tol ) == TRUE )
- {
- TheEditor->setMode( MODE_RESIZE_TOP );
- return;
- } // end if
- // check for along bottom edge
- lineStart.x = origin.x;
- lineStart.y = origin.y + size.y;
- lineEnd.x = origin.x + size.x;
- lineEnd.y = origin.y + size.y;
- if( inLineTolerance( &mouse, &lineStart, &lineEnd, tol ) == TRUE )
- {
- TheEditor->setMode( MODE_RESIZE_BOTTOM );
- return;
- } // end if
- // check for along left edge
- lineStart = origin;
- lineEnd.x = origin.x;
- lineEnd.y = origin.y + size.y;
- if( inLineTolerance( &mouse, &lineStart, &lineEnd, tol ) == TRUE )
- {
- TheEditor->setMode( MODE_RESIZE_LEFT );
- return;
- } // end if
- // check for along right edge
- lineStart.x = origin.x + size.x;
- lineStart.y = origin.y;
- lineEnd.x = origin.x + size.x;
- lineEnd.y = origin.y + size.y;
- if( inLineTolerance( &mouse, &lineStart, &lineEnd, tol ) == TRUE )
- {
- TheEditor->setMode( MODE_RESIZE_RIGHT );
- return;
- } // end if
- // we are not resizing anything at all, set us to normal mode
- TheEditor->setMode( MODE_EDIT );
- } // end handleResizeAvailable
- // EditWindow::drawSeeThruOutlines ============================================
- /** Draw an outline for a window that is see thru so we can still work
- * with it in the editor */
- //=============================================================================
- void EditWindow::drawSeeThruOutlines( GameWindow *windowList, Color c )
- {
- // end recursion
- if( windowList == NULL )
- return;
- // draw outline for this window
- if( BitTest( windowList->winGetStatus(), WIN_STATUS_SEE_THRU ) )
- {
- ICoord2D pos;
- ICoord2D size;
- // get position and size
- windowList->winGetScreenPosition( &pos.x, &pos.y );
- windowList->winGetSize( &size.x, &size.y );
- // draw a box on the window
- drawOpenRect( pos.x, pos.y, size.x, size.y, 1, c );
- } // end if
- // check window children
- GameWindow *child;
- for( child = windowList->winGetChild(); child; child = child->winGetNext() )
- drawSeeThruOutlines( child, c );
- // go to siblings
- drawSeeThruOutlines( windowList->winGetNext(), c );
- } // end drawSeeThruOutlines
- // EditWindow::drawHiddenOutlines =============================================
- /** Draw an outline for a window that is hidden so we can still work
- * with it in the editor */
- //=============================================================================
- void EditWindow::drawHiddenOutlines( GameWindow *windowList, Color c )
- {
- // end recursion
- if( windowList == NULL )
- return;
- //
- // draw outline for this window, we are hidden if we have the hidden
- // status or any of our parents are hidden
- //
- Bool hidden = FALSE;
- GameWindow *parent= windowList->winGetParent();
- while( parent )
- {
- if( BitTest( parent->winGetStatus(), WIN_STATUS_HIDDEN ) )
- hidden = TRUE;
- parent = parent->winGetParent();
- } // end while
- if( BitTest( windowList->winGetStatus(), WIN_STATUS_HIDDEN ) )
- hidden = TRUE;
- if( hidden )
- {
- ICoord2D pos;
- ICoord2D size;
- // get position and size
- windowList->winGetScreenPosition( &pos.x, &pos.y );
- windowList->winGetSize( &size.x, &size.y );
- // draw a box on the window
- drawOpenRect( pos.x, pos.y, size.x, size.y, 2, c );
- } // end if
- // check window children
- GameWindow *child;
- for( child = windowList->winGetChild(); child; child = child->winGetNext() )
- drawHiddenOutlines( child, c );
- // go to siblings
- drawHiddenOutlines( windowList->winGetNext(), c );
- } // end drawHiddenOutlines
- // EditWindow::drawUIback =====================================================
- /** Draw any visual feedback to the user about selection boxes or windows
- * that are selected, draggin windows etc */
- //=============================================================================
- void EditWindow::drawUIFeedback( void )
- {
- WindowSelectionEntry *select;
- Int color = m_pulse * 2;
- if( color > 255 )
- color = 255;
- // draw hidden window outlines if requested
- if( TheEditor->getShowHiddenOutlines() )
- drawHiddenOutlines( TheWindowManager->winGetWindowList(),
- GameMakeColor( color, 64, 64, 255 ) );
- // draw see-thru window outlines if requested
- if( TheEditor->getShowSeeThruOutlines() )
- drawSeeThruOutlines( TheWindowManager->winGetWindowList(),
- GameMakeColor( 64, 64, color, 255 ) );
- // if the grid is visible draw it on top of everything
- if( TheEditor->isGridVisible() == TRUE )
- drawGrid();
- // draw drag selection box
- if( m_dragSelecting )
- {
- Int width, height;
- Real selectBoxWidth = 2.0f;
- Color selectBoxColor = GameMakeColor( 0, 255, 0, 255 );
- width = m_selectRegion.hi.x - m_selectRegion.lo.x;
- height = m_selectRegion.hi.y - m_selectRegion.lo.y;
- drawOpenRect( m_selectRegion.lo.x, m_selectRegion.lo.y,
- width, height, selectBoxWidth, selectBoxColor );
- } // end if
- // draw select lines on selected windows
- select = TheEditor->getSelectList();
- while( select )
- {
- ICoord2D origin, size;
- GameWindow *window;
- Real windowSelectWidth = 2.0f;
- Color windowSelectColor;
-
- windowSelectColor = GameMakeColor( 0, color, 0, 255 );
- // get window properties
- window = select->window;
- window->winGetScreenPosition( &origin.x, &origin.y );
- window->winGetSize( &size.x, &size.y );
- // draw a box on the window
- drawOpenRect( origin.x, origin.y, size.x, size.y,
- windowSelectWidth, windowSelectColor );
- // go to next selection
- select = select->next;
- } // end while
- //
- // if we're drag moving, draw outlines of all the windows in the
- // select list offset by the start to end of the drag move
- //
- if( TheEditor->getMode() == MODE_DRAG_MOVE || TheEditor->getMode() == MODE_KEYBOARD_MOVE )
- {
- ICoord2D origin, size;
- ICoord2D moveLoc, safeLoc;
- GameWindow *window, *parent;
- Real outlineWidth = 1.0f;
- Color outlineColor;
- // determine outline using pulse counter
- outlineColor = GameMakeColor( m_pulse, m_pulse, m_pulse + 25, 255 );
- // traverse selection list
- select = TheEditor->getSelectList();
- while( select )
- {
- // get window data
- window = select->window;
- window->winGetScreenPosition( &origin.x, &origin.y );
- window->winGetSize( &size.x, &size.y );
- // figure out the destination of the window from this move
- ICoord2D change;
- change.x = (m_dragMoveDest.x - m_dragMoveOrigin.x);
- change.y = (m_dragMoveDest.y - m_dragMoveOrigin.y);
-
- // [SKB: Jun 02 2003 @ 2:7pm] :
- // Don't move the object unless we have moved the mouse,
- // this is to avoid the irritating movement of a window when just
- // clicking on a window.
- if (change.x || change.y)
- {
- moveLoc.x = origin.x + change.x;
- moveLoc.y = origin.y + change.y;
- // snap move location to grid if on
- if( (TheEditor->getMode() == MODE_DRAG_MOVE) && TheEditor->isGridSnapOn() )
- TheEditor->gridSnapLocation( &moveLoc, &moveLoc );
- // keep location legal
- TheEditor->computeSafeLocation( window, moveLoc.x, moveLoc.y,
- &safeLoc.x, &safeLoc.y );
- // adjust location by parent location if present
- parent = window->winGetParent();
- if( parent )
- {
- ICoord2D parentOrigin;
- parent->winGetScreenPosition( &parentOrigin.x, &parentOrigin.y );
- safeLoc.x += parentOrigin.x;
- safeLoc.y += parentOrigin.y;
- } // end if
- // draw outline of window at what would be the drag move destination
- drawOpenRect( safeLoc.x, safeLoc.y, size.x, size.y,
- outlineWidth, outlineColor );
- }
- // go to next selection
- select = select->next;
- } // end while
- } // end if
- // if resizing a window draw that resize representation
- if( m_resizingWindow )
- {
- GameWindow *window = m_windowToResize;
- ICoord2D loc, size;
- Color outlineColor;
- Real outlineWidth = 1.0f;
- GameWindow *parent;
- ICoord2D dest = m_resizeDest;
- // adjust resize dest by the grid if it's on
- if( TheEditor->isGridSnapOn() )
- TheEditor->gridSnapLocation( &dest, &dest );
- //
- // given the location that we started dragging at and the destination
- // drag location along with the mode of resizing compute what the
- // new location and the new size of the selected window to resize
- //
- TheEditor->computeResizeLocation( TheEditor->getMode(),
- window,
- &m_resizeOrigin, &dest,
- &loc, &size );
- // adjust location by parent location if present
- parent = window->winGetParent();
- if( parent )
- {
- ICoord2D parentOrigin;
- parent->winGetScreenPosition( &parentOrigin.x, &parentOrigin.y );
- loc.x += parentOrigin.x;
- loc.y += parentOrigin.y;
- } // end if
- // draw a box for the window at its new location
- outlineColor = GameMakeColor( m_pulse, m_pulse, m_pulse, 255 );
- drawOpenRect( loc.x, loc.y, size.x, size.y, outlineWidth, outlineColor );
- } // end if
- // draw lines around any drag source and drag targets in the hierarchy view
- GameWindow *dragSource = TheHierarchyView->getDragWindow();
- Color dragColor = GameMakeColor( color, 0, color, 255 );
- if( dragSource )
- {
- ICoord2D origin, size;
- // get size and position
- dragSource->winGetScreenPosition( &origin.x, &origin.y );
- dragSource->winGetSize( &size.x, &size.y );
- // draw box
- drawOpenRect( origin.x, origin.y, size.x, size.y, 2, dragColor );
- } // end if
- // drag target
- GameWindow *dragTarget = TheHierarchyView->getDragTarget();
- if( dragTarget )
- {
- ICoord2D origin, size;
-
- // get size and position
- dragTarget->winGetScreenPosition( &origin.x, &origin.y );
- dragTarget->winGetSize( &size.x, &size.y );
- // draw box
- drawOpenRect( origin.x, origin.y, size.x, size.y, 2, dragColor );
- } // end if
- } // end drawUIFeedback
- // EditWindow::drawGrid =======================================================
- /** Draw the grid */
- //=============================================================================
- void EditWindow::drawGrid( void )
- {
- // HDC hdc = GetDC( getWindowHandle() );
- Int res = TheEditor->getGridResolution();
- Int x, y;
- RGBColorInt *gridColor = TheEditor->getGridColor();
- Color color = GameMakeColor( gridColor->red, gridColor->green,
- gridColor->blue, gridColor->alpha );
- // set us to invert where we draw
- // SetROP2( hdc, R2_NOT );
- // SelectObject( hdc, (HPEN)GetStockObject( WHITE_PEN ) );
- for( y = 0; y < m_size.y; y += res )
- {
- TheDisplay->drawLine( 0, y, m_size.x, y, 1, color );
- // MoveToEx( hdc, 0, y, NULL );
- // LineTo( hdc, m_size.x, y );
- }
- for( x = 0; x < m_size.x; x += res )
- {
- TheDisplay->drawLine( x, 0, x, m_size.y, 1, color );
- // MoveToEx( hdc, x, 0, NULL );
- // LineTo( hdc, x, m_size.y );
- }
- /*
- for( y = 0; y < m_size.y; y += res )
- {
- for( x = 0; x < m_size.x; x += res )
- {
- MoveToEx( hdc, x, y, NULL );
- LineTo( hdc, x + 1, y + 1 );
- // TheDisplay->drawLine( x, y, x + 1, y + 1, 1, 0xFFFFFFFF );
- } // end for x
- } // end for y
- */
- // release the dc
- // ReleaseDC( getWindowHandle(), hdc );
- } // end drawGrid
- // EditWindow::draw ===========================================================
- /** Draw the edit window */
- //=============================================================================
- void EditWindow::draw( void )
- {
- static UnsignedInt syncTime = 0;
- // allow W3D to update its internals
- WW3D::Sync( syncTime );
- // for now, use constant time steps to avoid animations running independent of framerate
- syncTime += 50;
- // start render block
- WW3D::Begin_Render( true, true, Vector3( m_backgroundColor.red,
- m_backgroundColor.green,
- m_backgroundColor.blue ) );
- // draw the windows
- TheWindowManager->winRepaint();
- // draw selected drag box and any window selection boxes
- if( TheEditor->getMode() != MODE_TEST_RUN )
- drawUIFeedback();
- // render is all done!
- WW3D::End_Render();
- } // end draw
- // EditWindow::setSize ========================================================
- /** The edit window should now be logically consider this size */
- //=============================================================================
- void EditWindow::setSize( ICoord2D *size )
- {
- // save the size
- m_size = *size;
- // the display should reflect the new size as well
- if( TheDisplay )
- {
- TheDisplay->setWidth( m_size.x );
- TheDisplay->setHeight( m_size.y );
- } // end if
- // set the extents for our 2D renderer
- if( m_2DRender )
- m_2DRender->Set_Coordinate_Range( RectClass( 0,
- 0,
- m_size.x,
- m_size.y ) );
- } // end setSize
- // EditWindow::openPopupMenu ==================================================
- /** Open the new control menu that comes up when the user right clicks
- * in the workspace to create new controls */
- //=============================================================================
- void EditWindow::openPopupMenu( Int x, Int y )
- {
- HMENU menu, subMenu;
- POINT screen;
- Int selectCount = TheEditor->selectionCount();
- // get the menu with the new control items
- menu = LoadMenu( TheEditor->getInstance(), (LPCTSTR)POPUP_MENU );
- subMenu = GetSubMenu( menu, 0 );
- // enable/disable menu items
- if( selectCount == 0 )
- {
- EnableMenuItem( subMenu, POPUP_MENU_DELETE, MF_GRAYED );
- EnableMenuItem( subMenu, POPUP_MENU_PROPERTIES, MF_GRAYED );
- EnableMenuItem( subMenu, POPUP_MENU_BRING_TO_TOP, MF_GRAYED );
- } // end if
- else
- {
- EnableMenuItem( subMenu, POPUP_MENU_DELETE, MF_ENABLED );
- EnableMenuItem( subMenu, POPUP_MENU_PROPERTIES, MF_ENABLED );
- EnableMenuItem( subMenu, POPUP_MENU_BRING_TO_TOP, MF_ENABLED );
- } // end else
-
- //
- // open up right mouse track menu, note that we have to translate the
- // x,y of this mouse click which is local to this window into
- // screen coordinates
- //
- screen.x = x;
- screen.y = y;
- ClientToScreen( m_editWindowHWnd, &screen );
- TrackPopupMenuEx( subMenu, 0, screen.x, screen.y, m_editWindowHWnd, NULL );
- // save the location click for the creation of the popup menu
- m_popupMenuClickPos.x = x;
- m_popupMenuClickPos.y = y;
- } // end openPopupMenu
- // EditWindow::drawLine =======================================================
- /** draw a line on the display in pixel coordinates with the specified color */
- //=============================================================================
- void EditWindow::drawLine( Int startX, Int startY,
- Int endX, Int endY,
- Real lineWidth, UnsignedInt lineColor )
- {
- m_2DRender->Reset();
- m_2DRender->Enable_Texturing( FALSE );
- m_2DRender->Add_Line( Vector2( startX, startY ), Vector2( endX, endY ),
- lineWidth, lineColor );
- m_2DRender->Render();
-
- } // end drawLIne
- // EditWindow::drawOpenRect ===================================================
- /** draw a rect border on the display in pixel coordinates with the
- * specified color */
- //=============================================================================
- void EditWindow::drawOpenRect( Int startX, Int startY,
- Int width, Int height,
- Real lineWidth, UnsignedInt lineColor )
- {
- m_2DRender->Reset();
- m_2DRender->Enable_Texturing( FALSE );
- m_2DRender->Add_Outline( RectClass( startX, startY,
- startX + width, startY + height ),
- lineWidth, lineColor );
- // render it now!
- m_2DRender->Render();
- } // end drawOpenRect
- // EditWindow::drawFillRect ===================================================
- /** draw a filled rect on the display in pixel coords with the
- * specified color */
- //=============================================================================
- void EditWindow::drawFillRect( Int startX, Int startY,
- Int width, Int height,
- UnsignedInt color )
- {
- m_2DRender->Reset();
- m_2DRender->Enable_Texturing( FALSE );
- m_2DRender->Add_Rect( RectClass( startX, startY,
- startX + width, startY + height ),
- 0, 0, color );
- // render it now!
- m_2DRender->Render();
- } // end drawFillRect
- // EditWindow::drawImage ======================================================
- /** draw an image fit within the screen coordinates */
- //=============================================================================
- void EditWindow::drawImage( const Image *image,
- Int startX, Int startY,
- Int endX, Int endY,
- Color color )
- {
- // sanity
- if( image == NULL )
- return;
- const Region2D *uv = image->getUV();
- m_2DRender->Reset();
- m_2DRender->Enable_Texturing( TRUE );
- m_2DRender->Set_Texture( image->getFilename().str() );
- RectClass screen_rect(startX,startY,endX,endY);
- RectClass uv_rect(uv->lo.x,uv->lo.y,uv->hi.x,uv->hi.y);
- if (m_isClippedEnabled)
- { //need to clip this quad to clip rectangle
- //
- // Check for completely clipped
- //
- if ( endX <= m_clipRegion.lo.x ||
- endY <= m_clipRegion.lo.y)
- {
- return; //nothing to render
- } else {
- //
- // Clip the polygons to the specified area
- //
- RectClass clipped_rect;
- clipped_rect.Left = __max (screen_rect.Left, m_clipRegion.lo.x);
- clipped_rect.Right = __min (screen_rect.Right, m_clipRegion.hi.x);
- clipped_rect.Top = __max (screen_rect.Top, m_clipRegion.lo.y);
- clipped_rect.Bottom = __min (screen_rect.Bottom, m_clipRegion.hi.y);
- //
- // Clip the texture to the specified area
- //
- RectClass clipped_uv_rect;
- float percent = ((clipped_rect.Left - screen_rect.Left) / screen_rect.Width ());
- clipped_uv_rect.Left = uv_rect.Left + (uv_rect.Width () * percent);
- percent = ((clipped_rect.Right - screen_rect.Left) / screen_rect.Width ());
- clipped_uv_rect.Right = uv_rect.Left + (uv_rect.Width () * percent);
- percent = ((clipped_rect.Top - screen_rect.Top) / screen_rect.Height ());
- clipped_uv_rect.Top = uv_rect.Top + (uv_rect.Height () * percent);
- percent = ((clipped_rect.Bottom - screen_rect.Top) / screen_rect.Height ());
- clipped_uv_rect.Bottom = uv_rect.Top + (uv_rect.Height () * percent);
- //
- // Use the clipped rectangles to render
- //
- screen_rect = clipped_rect;
- uv_rect = clipped_uv_rect;
- }
- }
- // if rotated 90 degrees clockwise we have to adjust the uv coords
- if( BitTest( image->getStatus(), IMAGE_STATUS_ROTATED_90_CLOCKWISE ) )
- {
- m_2DRender->Add_Tri( Vector2( screen_rect.Left, screen_rect.Top ),
- Vector2( screen_rect.Left, screen_rect.Bottom ),
- Vector2( screen_rect.Right, screen_rect.Top ),
- Vector2( uv_rect.Right, uv_rect.Top),
- Vector2( uv_rect.Left, uv_rect.Top),
- Vector2( uv_rect.Right, uv_rect.Bottom ),
- color );
- m_2DRender->Add_Tri( Vector2( screen_rect.Right, screen_rect.Bottom ),
- Vector2( screen_rect.Right, screen_rect.Top ),
- Vector2( screen_rect.Left, screen_rect.Bottom ),
- Vector2( uv_rect.Left, uv_rect.Bottom ),
- Vector2( uv_rect.Right, uv_rect.Bottom ),
- Vector2( uv_rect.Left, uv_rect.Top ),
- color );
- } // end if
- else
- {
- // just draw as normal
- m_2DRender->Add_Quad( screen_rect, uv_rect, color );
- } // end else
- m_2DRender->Render();
- } // end drawImage
- // EditWindow::getBackgroundColor =============================================
- /** Get the background color for the edit window */
- //=============================================================================
- RGBColorReal EditWindow::getBackgroundColor( void )
- {
-
- return m_backgroundColor;
- } // end getBackgroundColor
- // EditWindow::setBackgroundColor =============================================
- /** Set the background color for the edit window */
- //=============================================================================
- void EditWindow::setBackgroundColor( RGBColorReal color )
- {
- m_backgroundColor = color;
- } // end setBackgroundColor
- // EditWindow::notifyWindowDeleted ============================================
- /** A window has been deleted from the editor and the editor is now
- * notifying the edit window about it in case anything must be
- * cleaned up */
- //=============================================================================
- void EditWindow::notifyWindowDeleted( GameWindow *window )
- {
- // sanity
- if( window == NULL )
- return;
- // check to see if the resizing window was deleted
- if( m_windowToResize == window )
- {
- // get back to normal mode and clean up
- m_windowToResize = NULL;
- m_resizingWindow = FALSE;
- TheEditor->setMode( MODE_EDIT );
- } // end if
- // null out picked window if needed
- if( m_pickedWindow == window )
- m_pickedWindow = NULL;
- //
- // go back to edit mode, this keeps us from staying in a resize mode
- // after deleting the window under the cursor
- //
- TheEditor->setMode( MODE_EDIT );
- } // end notifyWindowDeleted
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