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- /******************************************************************************/
- /******************************************************************************/
- class ConvertToDeAtlasClass : PropWin
- {
- class Preview : GuiCustom
- {
- virtual void draw(C GuiPC &gpc)override;
- };
- enum MODE
- {
- NEW,
- REPLACE_KEEP,
- REPLACE_NO_PUBLISH,
- REPLACE_REMOVE,
- };
- static cchar8 *mode_t[]
- ;
- Memc<UID> objs, mtrls; // objects and materials to process
- UID base_0_tex, base_1_tex; // base textures of the materials (this should be the same for all materials)
- Preview preview;
- MODE mode;
- RectI source_rect;
- VecI2 dest_size, tex_size;
- Text t_tex_size;
- Button convert;
- Property *w, *h, *sw, *sh;
- static Str TexSize(C VecI2 &size);
- static void Convert(ConvertToDeAtlasClass&cta);
- void convertMeshes(Memc<IDReplace> &mtrl_replace, C Rect *frac);
- static Str Process(C Str &name, C VecI2 &size, C Rect *crop, C VecI2 *resize);
- void convertDo();
- void clearProj();
- void create();
- VecI2 finalSize()C;
- void setElms(C MemPtr<UID> &elm_ids);
- void drag(Memc<UID> &elms, GuiObj *focus_obj, C Vec2 &screen_pos);
- virtual ConvertToDeAtlasClass& hide()override;
- virtual void update(C GuiPC &gpc)override;
- public:
- ConvertToDeAtlasClass();
- };
- /******************************************************************************/
- /******************************************************************************/
- extern ConvertToDeAtlasClass ConvertToDeAtlas;
- /******************************************************************************/
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