| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228 |
- /*
- ** Command & Conquer Renegade(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/>.
- */
- // DataView.cpp : implementation file
- //
- #include "stdafx.h"
- #include "phystest.h"
- #include "DataView.h"
- #include "PhysTestDoc.h"
- #include "assetmgr.h"
- #include "rendobj.h"
- #include "pscene.h"
- #include "phys.h"
- #include "physlist.h"
- #include "mainfrm.h"
- #ifdef _DEBUG
- #define new DEBUG_NEW
- #undef THIS_FILE
- static char THIS_FILE[] = __FILE__;
- #endif
- /////////////////////////////////////////////////////////////////////////////
- // CDataView
- IMPLEMENT_DYNCREATE(CDataView, CTreeView)
- CDataView::CDataView() :
- ModelsRoot(NULL),
- InstancesRoot(NULL)
- {
- }
- CDataView::~CDataView()
- {
- }
- void CDataView::Rebuild_Tree(void)
- {
- // Turn off repainting
- GetTreeCtrl ().SetRedraw (FALSE);
- // wipe clean
- GetTreeCtrl().DeleteItem(ModelsRoot);
- GetTreeCtrl().DeleteItem(InstancesRoot);
- ModelsRoot = GetTreeCtrl().InsertItem("Models", NULL, NULL);
- InstancesRoot = GetTreeCtrl().InsertItem ("Physics Object Instances", NULL, NULL);
-
- // MODELS
- // Get an iterator from the asset manager that we can
- // use to enumerate the currently loaded assets
- RenderObjIterator * obj_iterator = WW3DAssetManager::Get_Instance()->Create_Render_Obj_Iterator();
- ASSERT(obj_iterator);
- if (obj_iterator) {
- // Loop through all the assets in the manager
- for (obj_iterator->First (); !obj_iterator->Is_Done(); obj_iterator->Next()) {
- // If the asset is an HLOD, add it to our possible model list
- if (obj_iterator->Current_Item_Class_ID() == RenderObjClass::CLASSID_HLOD) {
- const char * model_name = obj_iterator->Current_Item_Name();
- // Add this entry to the tree
- HTREEITEM hItem = GetTreeCtrl().InsertItem(model_name,NULL,0,ModelsRoot,TVI_SORT);
- ASSERT (hItem != NULL);
-
- ItemInfoClass * item_info = new ItemInfoClass(model_name,ItemInfoClass::MODEL);
- GetTreeCtrl().SetItemData(hItem, (ULONG)item_info);
- }
- }
- // Free the enumerator object we created earlier
- WW3DAssetManager::Get_Instance()->Release_Render_Obj_Iterator(obj_iterator);
- }
- // PHYSICS OBJECT INSTANCES
- CPhysTestDoc * doc = (CPhysTestDoc *)GetDocument();
-
- RefPhysListIterator phys_iterator = PhysicsSceneClass::Get_Instance()->Get_Dynamic_Object_Iterator();
- for (phys_iterator.First();!phys_iterator.Is_Done();phys_iterator.Next()) {
-
- const char * instance_name = phys_iterator.Peek_Obj()->Get_Name();
- if (instance_name != NULL) {
- // Add this entry to the tree
- HTREEITEM hItem = GetTreeCtrl().InsertItem(instance_name,NULL,0,InstancesRoot,TVI_SORT);
- ASSERT (hItem != NULL);
- ItemInfoClass * item_info = new ItemInfoClass(instance_name,ItemInfoClass::INSTANCE);
- item_info->Instance = phys_iterator.Peek_Obj();
- GetTreeCtrl().SetItemData(hItem, (ULONG)item_info);
- }
- }
-
- // Turn;repainting back on and force a redraw
- GetTreeCtrl().SetRedraw (TRUE);
- Invalidate(FALSE);
- UpdateWindow();
- }
- ItemInfoClass * CDataView::Get_Selected_Item(void)
- {
- ItemInfoClass * item_info = NULL;
- // Get the currently selected node from the tree control
- HTREEITEM htree_item = GetTreeCtrl ().GetSelectedItem ();
- if (htree_item != NULL) {
- // Get the data associated with this item
- item_info = (ItemInfoClass *)GetTreeCtrl().GetItemData(htree_item);
- }
- // Return the asset information associated with the current item
- return item_info;
- }
- void CDataView::Save(ChunkSaveClass & csave)
- {
- }
- void CDataView::Load(ChunkLoadClass & cload)
- {
- }
- BEGIN_MESSAGE_MAP(CDataView, CTreeView)
- //{{AFX_MSG_MAP(CDataView)
- ON_WM_CREATE()
- ON_NOTIFY_REFLECT(TVN_DELETEITEM, OnDeleteitem)
- ON_NOTIFY_REFLECT(TVN_SELCHANGED, OnSelchanged)
- //}}AFX_MSG_MAP
- END_MESSAGE_MAP()
- /////////////////////////////////////////////////////////////////////////////
- // CDataView drawing
- void CDataView::OnDraw(CDC* pDC)
- {
- CDocument* pDoc = GetDocument();
- // TODO: add draw code here
- }
- /////////////////////////////////////////////////////////////////////////////
- // CDataView diagnostics
- #ifdef _DEBUG
- void CDataView::AssertValid() const
- {
- CTreeView::AssertValid();
- }
- void CDataView::Dump(CDumpContext& dc) const
- {
- CTreeView::Dump(dc);
- }
- #endif //_DEBUG
- /////////////////////////////////////////////////////////////////////////////
- // CDataView message handlers
- BOOL CDataView::PreCreateWindow(CREATESTRUCT& cs)
- {
- // Modify the style bits for the window so it will
- // have buttons and lines between nodes.
- cs.style |= TVS_HASBUTTONS | TVS_HASLINES | TVS_LINESATROOT | TVS_SHOWSELALWAYS;
- return CTreeView::PreCreateWindow(cs);
- }
- int CDataView::OnCreate(LPCREATESTRUCT lpCreateStruct)
- {
- if (CTreeView::OnCreate(lpCreateStruct) == -1)
- return -1;
-
- ModelsRoot = GetTreeCtrl().InsertItem("Models", NULL, NULL);
- InstancesRoot = GetTreeCtrl().InsertItem ("Physics Object Instances", NULL, NULL);
-
- return 0;
- }
- void CDataView::OnDeleteitem(NMHDR* pNMHDR, LRESULT* pResult)
- {
- NM_TREEVIEW* pNMTreeView = (NM_TREEVIEW*)pNMHDR;
-
- ItemInfoClass * item_info = (ItemInfoClass *)pNMTreeView->itemOld.lParam;
- // Free the asset information object
- if (item_info != NULL) {
- delete item_info;
- }
- // Reset the data associated with this entry
- GetTreeCtrl().SetItemData(pNMTreeView->itemOld.hItem, NULL);
- *pResult = 0;
- }
- void CDataView::OnSelchanged(NMHDR* pNMHDR, LRESULT* pResult)
- {
- // just tell the main window that the selection changed so it
- // can link/unlink the virtual joystick.
- ((CMainFrame *)::AfxGetMainWnd())->Notify_Selection_Changed();
- *pResult = 0;
- }
|