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4.9 KiB
C++

/*
** 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 <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 : Max2W3d *
* *
* $Archive:: /Commando/Code/Tools/max2w3d/GameMtlDlg.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 6/30/99 7:10p $*
* *
* $Revision:: 6 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef GAMEMTLDLG_H
#define GAMEMTLDLG_H
class GameMtl;
class GameMtlPassDlg;
////////////////////////////////////////////////////////////////////////
// GameMtlDlg
//
// Dialog box interface in the material editor for GameMtl
// This is basically a cannibalized version of the Standard
// Max material's dialog.
//
////////////////////////////////////////////////////////////////////////
class GameMtlDlg: public ParamDlg
{
public:
////////////////////////////////////////////////////////////////////////
// Methods
////////////////////////////////////////////////////////////////////////
GameMtlDlg(HWND hwMtlEdit, IMtlParams *imp, GameMtl *m);
~GameMtlDlg();
// From ParamDlg:
Class_ID ClassID(void);
void SetThing(ReferenceTarget *m);
ReferenceTarget* GetThing(void) { return (ReferenceTarget*)TheMtl; }
void DeleteThis() { delete this; }
void SetTime(TimeValue t);
void ReloadDialog(void);
void ActivateDlg(BOOL onOff);
void Invalidate(void);
void Update_Display(void) { IParams->MtlChanged(); }
protected:
void Build_Dialog(void);
BOOL DisplacementMapProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
BOOL SurfaceTypeProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
BOOL PassCountProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
void Set_Pass_Count_Dialog(void);
enum { MAX_PASSES = 4 };
////////////////////////////////////////////////////////////////////////
// Windows handles
////////////////////////////////////////////////////////////////////////
HWND HwndEdit; // window handle of the materials editor dialog
HWND HwndPassCount; // Rollup pass count panel
HWND HwndSurfaceType; // Rollup surface type panel
HWND HwndDisplacementMap;
HPALETTE HpalOld;
GameMtlPassDlg * PassDialog[MAX_PASSES];
////////////////////////////////////////////////////////////////////////
// Material dialog interface
////////////////////////////////////////////////////////////////////////
IMtlParams * IParams; // interface to the material editor
GameMtl * TheMtl; // current mtl being edited.
////////////////////////////////////////////////////////////////////////
// Member variables
////////////////////////////////////////////////////////////////////////
TimeValue CurTime;
int IsActive;
friend BOOL CALLBACK DisplacementMapDlgProc(HWND, UINT, WPARAM,LPARAM);
friend BOOL CALLBACK SurfaceTypePanelDlgProc(HWND, UINT, WPARAM,LPARAM);
friend BOOL CALLBACK PassCountPanelDlgProc(HWND, UINT, WPARAM,LPARAM);
friend class GameMtl;
};
#endif