130 lines
4.6 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/>.
*/
/* $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