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- /*
- ** 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/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : LevelEdit *
- * *
- * $Archive:: /Commando/Code/Tools/LevelEdit/TransitionNode.h $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 11/17/01 10:44a $*
- * *
- * $Revision:: 5 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef __TRANSITION_NODE_H
- #define __TRANSITION_NODE_H
- #include "node.h"
- #include "icons.h"
- #include "transitiongameobj.h"
- // Forward declarations
- class PresetClass;
- class PhysClass;
- ////////////////////////////////////////////////////////////////////////////
- //
- // TransitionNodeClass
- //
- ////////////////////////////////////////////////////////////////////////////
- class TransitionNodeClass : public NodeClass
- {
- public:
-
- //////////////////////////////////////////////////////////////////
- // Public constructors/destructors
- //////////////////////////////////////////////////////////////////
- TransitionNodeClass (PresetClass *preset = NULL);
- TransitionNodeClass (const TransitionNodeClass &src);
- ~TransitionNodeClass (void);
- //////////////////////////////////////////////////////////////
- // Public operators
- //////////////////////////////////////////////////////////////
- const TransitionNodeClass &operator= (const TransitionNodeClass &src);
- //////////////////////////////////////////////////////////////////
- // Public methods
- //////////////////////////////////////////////////////////////////
- //
- // From PersistClass
- //
- virtual const PersistFactoryClass & Get_Factory (void) const;
-
- //
- // From NodeClass
- //
- NodeClass * Clone (void) { return new TransitionNodeClass (*this); }
- void Initialize (void);
- NODE_TYPE Get_Type (void) const { return NODE_TYPE_TRANSITION; }
- int Get_Icon_Index (void) const { return TRANSITION_ICON; }
- PhysClass * Peek_Physics_Obj (void) const;
- bool Is_Static (void) const { return false; }
- void Add_To_Scene (void);
- void Remove_From_Scene (void);
- //
- // Notifications
- //
- void On_Rotate (void);
- void On_Translate (void);
- void On_Transform (void);
- //
- // Export methods
- //
- void Pre_Export (void);
- void Post_Export (void);
- //
- // Transition Specific
- //
- int Get_Transition_Count (void) const;
- TransitionInstanceClass * Get_Transition (int index);
- TransitionGameObj * Get_Transition_Game_Obj (void) { return m_TransitionObj; }
- int Find_Transition (TransitionDataClass::StyleType type);
- protected:
- //////////////////////////////////////////////////////////////////
- // Protected methods
- //////////////////////////////////////////////////////////////////
- private:
- //////////////////////////////////////////////////////////////////
- // Private member data
- //////////////////////////////////////////////////////////////////
- PhysClass * m_PhysObj;
- TransitionGameObj * m_TransitionObj;
- };
- //////////////////////////////////////////////////////////////////
- // Peek_Physics_Obj
- //////////////////////////////////////////////////////////////////
- inline PhysClass *
- TransitionNodeClass::Peek_Physics_Obj (void) const
- {
- return m_PhysObj;
- }
- //////////////////////////////////////////////////////////////////
- // On_Rotate
- //////////////////////////////////////////////////////////////////
- inline void
- TransitionNodeClass::On_Rotate (void)
- {
- if (m_TransitionObj != NULL) {
- m_TransitionObj->Set_Transform (m_Transform);
- m_TransitionObj->Update_Transitions ();
- }
- NodeClass::On_Rotate ();
- return ;
- }
- //////////////////////////////////////////////////////////////////
- // On_Translate
- //////////////////////////////////////////////////////////////////
- inline void
- TransitionNodeClass::On_Translate (void)
- {
- if (m_TransitionObj != NULL) {
- m_TransitionObj->Set_Transform (m_Transform);
- m_TransitionObj->Update_Transitions ();
- }
- NodeClass::On_Translate ();
- return ;
- }
- //////////////////////////////////////////////////////////////////
- // On_Transform
- //////////////////////////////////////////////////////////////////
- inline void
- TransitionNodeClass::On_Transform (void)
- {
- if (m_TransitionObj != NULL) {
- m_TransitionObj->Set_Transform (m_Transform);
- m_TransitionObj->Update_Transitions ();
- }
- NodeClass::On_Transform ();
- return ;
- }
- //////////////////////////////////////////////////////////////////
- // Get_Transition_Count
- //////////////////////////////////////////////////////////////////
- inline int
- TransitionNodeClass::Get_Transition_Count (void) const
- {
- int count = 0;
- if (m_TransitionObj != NULL) {
- count = m_TransitionObj->Get_Transition_Count ();
- }
- return count;
- }
- //////////////////////////////////////////////////////////////////
- // Get_Transition
- //////////////////////////////////////////////////////////////////
- inline TransitionInstanceClass *
- TransitionNodeClass::Get_Transition (int index)
- {
- TransitionInstanceClass *transition = NULL;
- if ( m_TransitionObj != NULL &&
- index >= 0 &&
- index < Get_Transition_Count ())
- {
- transition = m_TransitionObj->Get_Transition (index);
- }
- return transition;
- }
- #endif //__TRANSITION_NODE_H
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