/* ** Command & Conquer Generals Zero Hour(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 . */ /* $Header: /Commando/Code/Tools/max2w3d/bpick.h 6 10/28/97 6:08p Greg_h $ */ /*********************************************************************************************** *** Confidential - Westwood Studios *** *********************************************************************************************** * * * Project Name : Commando Tools - WWSkin * * * * $Archive:: /Commando/Code/Tools/max2w3d/bpick.h $* * * * $Author:: Greg_h $* * * * $Modtime:: 10/21/97 2:05p $* * * * $Revision:: 6 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef BPICK_H #define BPICK_H #include "Max.h" //#include "dllmain.h" //#include "resource.h" /* ** To use the Bone picking class, you should inherit from this class ** and implement the User_Picked... functions. */ class BonePickerUserClass { public: virtual void User_Picked_Bone(INode * node) = 0; virtual void User_Picked_Bones(INodeTab & nodetab) = 0; }; /* ** BonePickerClass ** Uses Max's interface to let the user pick bones out of the scene ** or by using a dialog box to pick by name. */ class BonePickerClass : public PickNodeCallback, public PickModeCallback, public HitByNameDlgCallback { public: BonePickerClass(void) : User(NULL), BoneList(NULL), SinglePick(FALSE) {} /* ** Tell this class who is using it and optionally the list ** of bones to allow the user to select from. ** Call this before giving this class to MAX... */ void Set_User(BonePickerUserClass * user,int singlepick = FALSE, INodeTab * bonelist = NULL) { User = user; SinglePick = singlepick; BoneList = bonelist; } /* ** From BonePickNodeCallback: */ BOOL Filter(INode *node); /* ** From BonePickModeCallback: */ BOOL HitTest(IObjParam *ip,HWND hWnd,ViewExp *vpt,IPoint2 m,int flags); BOOL Pick(IObjParam *ip,ViewExp *vpt); void EnterMode(IObjParam *ip) { } void ExitMode(IObjParam *ip) { } PickNodeCallback * GetFilter() {return this;} BOOL RightClick(IObjParam *ip,ViewExp *vpt) { return TRUE; } /* ** From HitByNameDlgCallback */ virtual TCHAR * dialogTitle(void); virtual TCHAR * buttonText(void); virtual BOOL singleSelect(void) { return SinglePick; } virtual BOOL useFilter(void) { return TRUE; } virtual BOOL useProc(void) { return TRUE; } virtual BOOL doCustomHilite(void) { return FALSE; } virtual BOOL filter(INode * inode); virtual void proc(INodeTab & nodeTab); protected: /* ** The bone picker will pass the bones on to the "user" of ** the class. */ BonePickerUserClass * User; /* ** List of bones that the user is being allowed to pick from. ** If this is NULL, then the user can pick any bone */ INodeTab * BoneList; /* ** Flag for whether to allow multiple selection or not */ int SinglePick; }; extern BonePickerClass TheBonePicker; #endif