//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: A page in a tabbed dialog that allows the editing of face properties. // //=============================================================================// #include #include "hammer.h" #include "MainFrm.h" #include "GlobalFunctions.h" #include "FaceEditSheet.h" #include "MapSolid.h" #include "MapFace.h" #include "MapDisp.h" #include "ToolManager.h" #include "mapdoc.h" // memdbgon must be the last include file in a .cpp file!!! #include IMPLEMENT_DYNAMIC( CFaceEditSheet, CPropertySheet ) BEGIN_MESSAGE_MAP( CFaceEditSheet, CPropertySheet ) //{{AFX_MSG_MAP( CFaceEdtiSheet ) ON_WM_CLOSE() //}}AFX_MSG_MAP END_MESSAGE_MAP() //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- CFaceEditSheet::CFaceEditSheet( LPCTSTR pszCaption, CWnd *pParentWnd, UINT iSelectPage ) : CPropertySheet( pszCaption, pParentWnd, iSelectPage ) { m_ClickMode = -1; m_bEnableUpdate = true; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- CFaceEditSheet::~CFaceEditSheet() { } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CFaceEditSheet::SetupPages( void ) { // // add pages to sheet // AddPage( &m_MaterialPage ); AddPage( &m_DispPage ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CFaceEditSheet::Setup( void ) { SetupPages(); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- BOOL CFaceEditSheet::Create( CWnd *pParentWnd ) { if( !CPropertySheet::Create( pParentWnd ) ) return FALSE; // // touch all pages so they create the hWnd for each // SetActivePage( &m_DispPage ); SetActivePage( &m_MaterialPage ); // // initialize the pages // m_MaterialPage.Init(); // m_DispPage.Init(); return TRUE; } //----------------------------------------------------------------------------- // Purpose: Disables window updates when adding a large number of faces to the // dialog at once. When updates are re-enabled, the window is updated. // Input : bEnable - true to enable updates, false to disable them. //----------------------------------------------------------------------------- void CFaceEditSheet::EnableUpdate( bool bEnable ) { bool bOld = m_bEnableUpdate; m_bEnableUpdate = bEnable; if( ( bEnable ) && ( !bOld ) ) { m_MaterialPage.UpdateDialogData(); } } //----------------------------------------------------------------------------- // Purpose: Called when a new material is detected. //----------------------------------------------------------------------------- void CFaceEditSheet::NotifyNewMaterial( IEditorTexture *pTex ) { m_MaterialPage.NotifyNewMaterial( pTex ); } //----------------------------------------------------------------------------- // Purpose: Clear the face list. //----------------------------------------------------------------------------- void CFaceEditSheet::ClearFaceList( void ) { // // reset selection state of all faces currently in the list // for( int i = 0; i < m_Faces.Count(); i++ ) { m_Faces[i].pMapFace->SetSelectionState( SELECT_NONE ); EditDispHandle_t handle = m_Faces[i].pMapFace->GetDisp(); CMapDisp *pDisp = EditDispMgr()->GetDisp( handle ); if( pDisp ) { pDisp->ResetTexelHitIndex(); } } // // reset the list // m_Faces.Purge(); CMapDoc *pDoc = CMapDoc::GetActiveMapDoc(); if ( pDoc ) pDoc->UpdateAllViews( MAPVIEW_UPDATE_ONLY_3D ); } void CFaceEditSheet::ClearFaceListByMapDoc( CMapDoc *pDoc ) { // Remove any faces from our list that came from this CMapDoc. for( int i = 0; i < m_Faces.Count(); i++ ) { if ( m_Faces[i].pMapDoc == pDoc ) { m_Faces.Remove( i ); --i; } } } //----------------------------------------------------------------------------- // Purpose: Search for the given face in the face selection list. If found, // return the index of the face in the list. Otherwise, return -1. //----------------------------------------------------------------------------- int CFaceEditSheet::FindFaceInList( CMapFace *pFace ) { for( int i = 0; i < m_Faces.Count(); i++ ) { if( m_Faces[i].pMapFace == pFace ) return i; } return -1; } //----------------------------------------------------------------------------- // It is really lame that I have to have material/displacement specific code // here! It is unfortunately necessary - see CMapDoc (SelectFace). ClickFace // not only specifies face selection (which it should do only!!!), but also // specifies the "mode" (material specific) of the click -- LAME!!!! This will // be a problem spot if/when we make face selection general. cab //----------------------------------------------------------------------------- void CFaceEditSheet::ClickFace( CMapSolid *pSolid, int faceIndex, int cmd, int clickMode ) { // // set the click mode (either to new mode or previously used) // if( clickMode == -1 ) { clickMode = m_ClickMode; } // // clear the face list? // if( cmd & cfClear ) { ClearFaceList(); } cmd &= ~cfClear; // // check for valid solid // if( !pSolid ) return; // // check for face in list, -1 from FindFaceInList indicates face not found // CMapFace *pFace = pSolid->GetFace( faceIndex ); int selectIndex = FindFaceInList( pFace ); bool bFoundInList = ( selectIndex != -1 ); // // handle the face list selection // if( ( clickMode == ModeSelect ) || ( clickMode == ModeLiftSelect ) ) { // toggle selection if necessary if( cmd == cfToggle ) { cmd = bFoundInList ? cfUnselect : cfSelect; } CMapDoc *pDoc = CMapDoc::GetActiveMapDoc(); if( ( cmd == cfSelect ) && !bFoundInList ) { // add face to list StoredFace_t sf; sf.pMapDoc = pDoc; sf.pMapFace = pFace; sf.pMapSolid = pSolid; m_Faces.AddToTail( sf ); pFace->SetSelectionState( SELECT_NORMAL ); } else if( ( cmd == cfUnselect ) && bFoundInList ) { // remove from list m_Faces.Remove( selectIndex ); pFace->SetSelectionState( SELECT_NONE ); EditDispHandle_t handle = pFace->GetDisp(); CMapDisp *pDisp = EditDispMgr()->GetDisp( handle ); if( pDisp ) { pDisp->ResetTexelHitIndex(); } } if ( pDoc ) pDoc->UpdateAllViews( MAPVIEW_UPDATE_ONLY_3D ); } // // pass to children (pages) // m_MaterialPage.ClickFace( pSolid, faceIndex, cmd, clickMode ); m_DispPage.ClickFace( pSolid, faceIndex, cmd, clickMode ); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CFaceEditSheet::SetVisibility( bool bVisible ) { if( bVisible ) { ShowWindow( SW_SHOW ); SetActivePage( &m_DispPage ); // gross hack to active the default button!!!! SetActivePage( &m_MaterialPage ); m_MaterialPage.UpdateDialogData(); m_DispPage.UpdateDialogData(); } else { ShowWindow( SW_HIDE ); } } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- BOOL CFaceEditSheet::PreTranslateMessage( MSG *pMsg ) { HACCEL hAccel = GetMainWnd()->GetAccelTable(); if( !(hAccel && ::TranslateAccelerator( GetMainWnd()->m_hWnd, hAccel, pMsg ) ) ) { if (IsDialogMessage(pMsg)) { return(TRUE); } return CWnd::PreTranslateMessage( pMsg ); } return TRUE; } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CFaceEditSheet::OnClose( void ) { // make sure all dialogs are closed upon exit!! m_DispPage.CloseAllDialogs(); m_DispPage.ResetForceShows(); // toggle the face edit sheet and texture bar! GetMainWnd()->ShowFaceEditSheetOrTextureBar( false ); // Force the material page to the original tool. This will clear out all // dialogs m_MaterialPage.SetMaterialPageTool( CFaceEditMaterialPage::MATERIALPAGETOOL_MATERIAL ); // set the tool pointer as default tool ToolManager()->SetTool(TOOL_POINTER); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CFaceEditSheet::CloseAllPageDialogs( void ) { // Make sure all dialogs are closed upon exit! m_DispPage.CloseAllDialogs(); m_DispPage.ResetForceShows(); } //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CFaceEditSheet::UpdateControls( void ) { // Currently this is only needed for the material page. m_MaterialPage.UpdateDialogData(); }