| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188 |
- /*
- ** 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/>.
- */
- // MeshPropPage.cpp : implementation file
- //
- #include "stdafx.h"
- #include "W3DView.h"
- #include "MeshPropPage.h"
- #include "RendObj.H"
- #include "AssetMgr.H"
- #include "Mesh.H"
- #include "MeshMdl.H"
- #include "w3d_file.h"
- #ifdef _DEBUG
- #define new DEBUG_NEW
- #undef THIS_FILE
- static char THIS_FILE[] = __FILE__;
- #endif
- /////////////////////////////////////////////////////////////////////////////
- // CMeshPropPage property page
- IMPLEMENT_DYNCREATE(CMeshPropPage, CPropertyPage)
- ////////////////////////////////////////////////////////////////
- //
- // CMeshPropPage
- //
- CMeshPropPage::CMeshPropPage (const CString &stringMeshName)
- : CPropertyPage(CMeshPropPage::IDD)
- {
- //{{AFX_DATA_INIT(CMeshPropPage)
- // NOTE: the ClassWizard will add member initialization here
- //}}AFX_DATA_INIT
- m_stringMeshName = stringMeshName;
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // ~CMeshPropPage
- //
- CMeshPropPage::~CMeshPropPage (void)
- {
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // DoDataExchange
- //
- void
- CMeshPropPage::DoDataExchange (CDataExchange* pDX)
- {
- CPropertyPage::DoDataExchange(pDX);
- //{{AFX_DATA_MAP(CMeshPropPage)
- // NOTE: the ClassWizard will add DDX and DDV calls here
- //}}AFX_DATA_MAP
- return ;
- }
- BEGIN_MESSAGE_MAP(CMeshPropPage, CPropertyPage)
- //{{AFX_MSG_MAP(CMeshPropPage)
- ON_WM_CLOSE()
- //}}AFX_MSG_MAP
- END_MESSAGE_MAP()
- /////////////////////////////////////////////////////////////////////////////
- // CMeshPropPage message handlers
- ////////////////////////////////////////////////////////////////
- //
- // OnInitDialog
- //
- BOOL
- CMeshPropPage::OnInitDialog (void)
- {
- // Allow the base class to process this message
- CPropertyPage::OnInitDialog();
-
- if (m_stringMeshName.GetLength () > 0)
- {
- // Get a pointer to the mesh object from the asset manager
- MeshClass *pCMesh = (MeshClass *)WW3DAssetManager::Get_Instance()->Create_Render_Obj (m_stringMeshName);
-
- ASSERT (pCMesh);
- if (pCMesh)
- {
- CString stringDesc;
- stringDesc.Format (IDS_MESH_PROP_DESC, m_stringMeshName);
- // Put the description onto the dialog
- SetDlgItemText (IDC_DESCRIPTION, stringDesc);
- // Put the polygon count onto the dialog
- SetDlgItemInt (IDC_POLYGON_COUNT, pCMesh->Get_Num_Polys ());
- MeshModelClass *pmeshmodel = pCMesh->Get_Model ();
- ASSERT (pmeshmodel);
- if (pmeshmodel)
- {
- // Put the vertex count onto the dialog
- SetDlgItemInt (IDC_VERTEX_COUNT, pmeshmodel->Get_Vertex_Count ());
- }
- // Put the user text onto the dialog
- SetDlgItemText (IDC_USER_TEXT, pCMesh->Get_User_Text ());
- // Get the flags for the mesh
- DWORD dwFlags = pCMesh->Get_W3D_Flags ();
- // Determine what type of mesh this is
- if ((dwFlags & W3D_MESH_FLAG_COLLISION_BOX) == W3D_MESH_FLAG_COLLISION_BOX)
- {
- SendDlgItemMessage (IDC_MESH_TYPE_COLLISION_BOX, BM_SETCHECK, (WPARAM)TRUE);
- }
- else if ((dwFlags & W3D_MESH_FLAG_SKIN) == W3D_MESH_FLAG_SKIN)
- {
- SendDlgItemMessage (IDC_MESH_TYPE_SKIN, BM_SETCHECK, (WPARAM)TRUE);
- }
- else if ((dwFlags & W3D_MESH_FLAG_SHADOW) == W3D_MESH_FLAG_SHADOW)
- {
- SendDlgItemMessage (IDC_MESH_TYPE_SHADOW, BM_SETCHECK, (WPARAM)TRUE);
- }
- else
- {
- SendDlgItemMessage (IDC_MESH_TYPE_NORMAL, BM_SETCHECK, (WPARAM)TRUE);
- }
- // Is this collision type physical?
- DWORD dwCollisionFlags = dwFlags & W3D_MESH_FLAG_COLLISION_TYPE_MASK;
- if ((dwCollisionFlags & W3D_MESH_FLAG_COLLISION_TYPE_PHYSICAL) == W3D_MESH_FLAG_COLLISION_TYPE_PHYSICAL)
- {
- SendDlgItemMessage (IDC_COLLISION_TYPE_PHYSICAL, BM_SETCHECK, (WPARAM)TRUE);
- }
-
- // Is this collision type projectile?
- if ((dwCollisionFlags & W3D_MESH_FLAG_COLLISION_TYPE_PROJECTILE) == W3D_MESH_FLAG_COLLISION_TYPE_PROJECTILE)
- {
- SendDlgItemMessage (IDC_COLLISION_TYPE_PROJECTILE, BM_SETCHECK, (WPARAM)TRUE);
- }
- // Is this a hidden mesh?
- if ((dwFlags & W3D_MESH_FLAG_HIDDEN) == W3D_MESH_FLAG_HIDDEN)
- {
- SendDlgItemMessage (IDC_HIDDEN, BM_SETCHECK, (WPARAM)TRUE);
- }
- // Free the object
- pCMesh->Release_Ref ();
- pCMesh = NULL;
- }
- }
- GetParent ()->GetDlgItem (IDOK)->ShowWindow (SW_HIDE);
- GetParent ()->GetDlgItem (IDCANCEL)->SetWindowText ("Close");
- return TRUE;
- }
- void CMeshPropPage::OnClose()
- {
- // TODO: Add your message handler code here and/or call default
-
- CPropertyPage::OnClose();
- return ;
- }
|