-
Notifications
You must be signed in to change notification settings - Fork 0
/
ChildFrm.h
162 lines (147 loc) · 5.52 KB
/
ChildFrm.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
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, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
// ChildFrm.h : interface of the CChildFrame class
//
/////////////////////////////////////////////////////////////////////////////
#ifndef CHILDFRAME_H
#define CHILDFRAME_H 1
class CChildFrame : public CMDIChildWnd
{
DECLARE_DYNCREATE(CChildFrame)
public:
CChildFrame();
// Attributes
protected:
CSplitterWnd m_wndSplitter;
public:
BOOL m_bDisableVisibilityTweaks;
BOOL m_bShowVisibilityTweaks;
BOOL m_bTestGameOn;
CPlacement3D wo_plStored01;
CPlacement3D wo_plStored02;
CPlacement3D wo_plStored03;
CPlacement3D wo_plStored04;
FLOAT wo_fStored01;
FLOAT wo_fStored02;
FLOAT wo_fStored03;
FLOAT wo_fStored04;
BOOL m_bShowTargets;
BOOL m_bShowEntityNames;
LONG m_OldStyleEx;
LONG m_OldStyle;
BOOL m_bShadowsVisible;
BOOL m_bShadowsCalculate;
BOOL m_bViewFromEntity;
BOOL m_bSelectionVisible; // if selection should be visible
BOOL m_bLastAutoMipBrushingOn;
BOOL m_bAutoMipBrushingOn;
FLOAT m_fManualMipBrushingFactor;
BOOL m_bAncoredMovingAllowed;
UINT m_iAnchoredResetTimerID;
BOOL m_bSceneRenderingTime;
BOOL m_bInfoVisible;
BOOL m_bRenderViewPictures;
CMasterViewer m_mvViewer; // master viewer for all views inside this frame
// grid on/off flag
BOOL m_bGridOn;
// selected configuration
INDEX m_iSelectedConfiguration;
CWorldRenderPrefs::ShadowsType m_stShadowType;
// Operations
public:
// called from view
void KeyPressed(UINT nChar, UINT nRepCnt, UINT nFlags);
void RememberChildConfiguration( INDEX iViewConfiguration);
void SetChildConfiguration( INDEX iViewConfiguration);
void ApplySettingsFromPerspectiveView( CWorldEditorView *pwedView, INDEX iViewConfiguration);
void DeleteViewsExcept( CWnd *pwndViewToLeave);
inline INDEX CChildFrame::GetHSplitters(void) { return m_wndSplitter.GetColumnCount();}
inline INDEX CChildFrame::GetVSplitters(void) { return m_wndSplitter.GetRowCount();}
CWorldEditorView *GetPerspectiveView(void);
void TestGame( BOOL bFullScreen);
// Overrides
// ClassWizard generated virtual function overrides
//{{AFX_VIRTUAL(CChildFrame)
public:
virtual BOOL OnCreateClient(LPCREATESTRUCT lpcs, CCreateContext* pContext);
virtual BOOL PreCreateWindow(CREATESTRUCT& cs);
virtual void ActivateFrame(int nCmdShow = -1);
//}}AFX_VIRTUAL
// Implementation
public:
virtual ~CChildFrame();
#ifdef _DEBUG
virtual void AssertValid() const;
virtual void Dump(CDumpContext& dc) const;
#endif
// Generated message map functions
public:
//{{AFX_MSG(CChildFrame)
afx_msg void OnGridOnOff();
afx_msg void OnUpdateGridOnOff(CCmdUI* pCmdUI);
afx_msg void OnTestGameWindowed();
afx_msg void OnTestGameFullScreen();
afx_msg void OnUpdateTestGame(CCmdUI* pCmdUI);
afx_msg void OnRenderTargets();
afx_msg void OnUpdateRenderTargets(CCmdUI* pCmdUI);
afx_msg void OnMoveAnchored();
afx_msg void OnUpdateMoveAnchored(CCmdUI* pCmdUI);
afx_msg void OnTimer(UINT nIDEvent);
afx_msg void OnSceneRenderingTime();
afx_msg void OnUpdateSceneRenderingTime(CCmdUI* pCmdUI);
afx_msg void OnAutoMipLeveling();
afx_msg void OnUpdateAutoMipLeveling(CCmdUI* pCmdUI);
afx_msg void OnWindowClose();
afx_msg void OnViewSelection();
afx_msg void OnUpdateViewSelection(CCmdUI* pCmdUI);
afx_msg void OnMaximizeView();
afx_msg void OnToggleViewPictures();
afx_msg void OnUpdateToggleViewPictures(CCmdUI* pCmdUI);
afx_msg void OnViewFromEntity();
afx_msg void OnUpdateViewFromEntity(CCmdUI* pCmdUI);
afx_msg void OnViewShadowsOnoff();
afx_msg void OnCalculateShadowsOnoff();
afx_msg void OnUpdateViewShadowsOnoff(CCmdUI* pCmdUI);
afx_msg void OnUpdateCalculateShadowsOnoff(CCmdUI* pCmdUI);
afx_msg void OnStorePosition01();
afx_msg void OnStorePosition02();
afx_msg void OnRestorePosition01();
afx_msg void OnRestorePosition02();
afx_msg void OnToggleEntityNames();
afx_msg void OnUpdateToggleEntityNames(CCmdUI* pCmdUI);
afx_msg void OnToggleVisibilityTweaks();
afx_msg void OnUpdateToggleVisibilityTweaks(CCmdUI* pCmdUI);
afx_msg void OnEnableVisibilityTweaks();
afx_msg void OnUpdateEnableVisibilityTweaks(CCmdUI* pCmdUI);
afx_msg void OnRestorePosition03();
afx_msg void OnRestorePosition04();
afx_msg void OnStorePosition03();
afx_msg void OnStorePosition04();
afx_msg void OnKeyB();
afx_msg void OnUpdateKeyB(CCmdUI* pCmdUI);
afx_msg void OnKeyG();
afx_msg void OnUpdateKeyG(CCmdUI* pCmdUI);
afx_msg void OnKeyY();
afx_msg void OnUpdateKeyY(CCmdUI* pCmdUI);
afx_msg void OnKeyCtrlG();
afx_msg void OnUpdateKeyCtrlG(CCmdUI* pCmdUI);
// [Cecil] Set game in a specific gamemode
afx_msg void OnSelectGameMode(UINT nID);
afx_msg void OnUpdateSelectGameMode(CCmdUI *pCmdUI);
// [Cecil] Set game on a specific difficulty
afx_msg void OnSelectDifficulty(UINT nID);
afx_msg void OnUpdateSelectDifficulty(CCmdUI *pCmdUI);
//}}AFX_MSG
DECLARE_MESSAGE_MAP()
};
/////////////////////////////////////////////////////////////////////////////
#endif // CHILDFRAME_H