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4.0 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/GameMtlPassDlg.h $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 11/17/98 1:32p $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef GAMEMTLPASSDLG_H
#define GAMEMTLPASSDLG_H
#include <Max.h>
class GameMtl;
class GameMtlFormClass;
/*
** The GameMtlPassDlg will contain a Tab Control which switches between
** editing the VertexMaterial parameters, the Shader parameters and the
** Texture parameters.
*/
class GameMtlPassDlg: public ParamDlg
{
public:
GameMtlPassDlg(HWND hwMtlEdit, IMtlParams *imp, GameMtl *m,int pass);
~GameMtlPassDlg();
BOOL DialogProc(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam);
void Invalidate();
void UpdateMtlDisplay() { IParams->MtlChanged(); }
void ReloadDialog();
Class_ID ClassID();
void SetThing(ReferenceTarget* target);
ReferenceTarget * GetThing() { return (ReferenceTarget *)TheMtl; }
void DeleteThis() { delete this; }
void SetTime(TimeValue t);
void ActivateDlg(BOOL onOff);
enum { PAGE_COUNT = 3 };
////////////////////////////////////////////////////////////////////////
// Material dialog interface
////////////////////////////////////////////////////////////////////////
IMtlParams * IParams; // interface to the material editor
GameMtl * TheMtl; // current mtl being edited.
////////////////////////////////////////////////////////////////////////
// Windows handles
////////////////////////////////////////////////////////////////////////
HWND HwndEdit; // window handle of the materials editor dialog
HWND HwndPanel; // Rollup parameters panel
////////////////////////////////////////////////////////////////////////
// Variables
////////////////////////////////////////////////////////////////////////
int PassIndex;
int CurPage;
BOOL Valid;
GameMtlFormClass* Page[PAGE_COUNT];
};
#endif