source: golgotha/src/golg/editor/dialogs/obj_win.cc @ 80

Last change on this file since 80 was 80, checked in by Sam Hocevar, 11 years ago
  • Adding the Golgotha source code. Not sure what's going to be interesting in there, but since it's all public domain, there's certainly stuff to pick up.
File size: 4.4 KB
Line 
1/********************************************************************** <BR>
2  This file is part of Crack dot Com's free source code release of
3  Golgotha. <a href="http://www.crack.com/golgotha_release"> <BR> for
4  information about compiling & licensing issues visit this URL</a>
5  <PRE> If that doesn't help, contact Jonathan Clark at
6  golgotha_source@usa.net (Subject should have "GOLG" in it)
7***********************************************************************/
8
9#include "editor/dialogs/obj_win.hh"
10#include "obj3d.hh"
11#include "math/pi.hh"
12#include "image/image.hh"
13#include "draw_context.hh"
14#include "window/win_evt.hh"
15#include "device/kernel.hh"
16#include "image/color.hh"
17#include "g1_object.hh"
18#include "remove_man.hh"
19#include "g1_render.hh"
20#include "r1_api.hh"
21#include "editor/e_state.hh"
22#include "editor/mode/e_object.hh"
23#include "resources.hh"
24#include "window/style.hh"
25#include "app/app.hh"
26#include "lisp/li_class.hh"
27
28void g1_3d_object_window::do_idle()
29{
30  if (object.valid())
31  {   
32    if (!context_help_window.get())
33    {
34      i4_graphical_style_class *style=i4_current_app->get_style();
35      i4_const_str help_str=i4gets((char *)object->name(),i4_F);
36      if (!help_str.null())
37        context_help_window=style->create_quick_context_help(x(), y()+height()+5, help_str);
38      else
39        context_help_window=style->create_quick_context_help(x(), y()+height()+5,
40                                                         i4_const_str((char *)object->name()));
41    }
42  }
43   
44}
45
46void g1_3d_object_window::set_object_type(g1_object_type type,
47                                          w16 _array_index)
48{
49  if (object.valid())
50  {
51    object->request_remove();
52    g1_remove_man.process_requests();
53    object=0;
54  }
55
56  if (type>=0)
57  {
58    object=g1_create_object(type);
59    if (object.valid())
60    {
61      object->x=object->lx=object->y=object->ly=object->h=object->lh=0;
62      object->player_num=g1_edit_state.current_team;
63    }
64  }
65
66  object_type=type;
67  array_index=_array_index;
68  request_redraw(i4_F);
69}
70
71g1_3d_object_window::g1_3d_object_window(w16 w, w16 h,
72                                         g1_object_type obj_type,
73                                         w16 _array_index,
74                                         g1_3d_pick_window::camera_struct &camera,
75                                         i4_image_class *active_back,
76                                         i4_image_class *passive_back,
77                                         i4_event_reaction_class *reaction)
78  :  g1_3d_pick_window(w,h,
79                       active_back, passive_back,
80                       camera,
81                       reaction)
82{
83  object=0;
84  set_object_type(obj_type, _array_index);
85}
86
87
88void g1_3d_object_window_ambient(i4_transform_class *object_to_world,
89                                 i4_float &ar, i4_float &ag, i4_float &ab)
90{
91  ar = 1.0;
92  ag = 1.0;
93  ab = 1.0;
94}
95
96
97void g1_3d_object_window::draw_object(g1_draw_context_class *context)
98{
99  if (object.valid())
100  {
101    r1_render_api_class *render_api=g1_render.r_api;
102
103    i4_transform_class spare_transform;
104    object->world_transform = &spare_transform;
105
106    object->player_num=g1_edit_state.current_team;
107    object->calc_world_transform(g1_render.frame_ratio);
108   
109    //setup an ambient function that returns 1.0
110    g1_get_ambient_function_type last_ambient_func = g1_render.get_ambient;
111    g1_render.get_ambient = g1_3d_object_window_ambient;
112
113    g1_render.r_api->clear_area(0,0, width()-1, height()-1, 0, g1_far_z_range());
114
115     
116    li_class_context c(object->vars);
117    object->draw(context);
118   
119    //put the old ambient function back
120    g1_render.get_ambient = last_ambient_func;
121
122   
123  }
124  else
125    local_image->clear(0, *context->context);
126}
127
128i4_bool g1_3d_object_window::selected()
129{
130  return (i4_bool)(g1_e_object.get_object_type() == object_type);
131}
132
133void g1_3d_object_window::do_press()
134{
135  if (object_type>=0 && g1_object_type_array[object_type])
136  {
137    g1_edit_state.hide_focus();
138
139    g1_e_object.set_object_type(object_type);
140
141    if (strcmp(g1_edit_state.major_mode, "OBJECT"))
142      g1_edit_state.set_major_mode("OBJECT");
143
144    if (g1_e_object.get_minor_mode() != g1_object_params::ADD)
145      g1_edit_state.set_minor_mode("OBJECT", g1_object_params::ADD);
146
147    g1_edit_state.show_focus();
148  }
149}
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