//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #ifndef POTTERYWHEELPANEL_H #define POTTERYWHEELPANEL_H #ifdef _WIN32 #pragma once #endif #include "vgui_controls/EditablePanel.h" #include "materialsystem/MaterialSystemUtil.h" #include "tier2/camerautils.h" //----------------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------------- class IManipulator; class CPotteryWheelManip; class CBaseManipulator; class CTransformManipulator; class CDmxElement; namespace vgui { class IScheme; } //----------------------------------------------------------------------------- // Pottery wheel Panel //----------------------------------------------------------------------------- class CPotteryWheelPanel : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CPotteryWheelPanel, vgui::EditablePanel ); public: // constructor, destructor CPotteryWheelPanel( vgui::Panel *pParent, const char *pName ); virtual ~CPotteryWheelPanel(); // Overriden methods of vgui::Panel virtual void ApplySettings( KeyValues *inResourceData ); virtual void Init( int x, int y, int wide, int tall ); virtual void Paint(); virtual void OnKeyCodePressed ( vgui::KeyCode code ); virtual void OnKeyCodeReleased( vgui::KeyCode code ); virtual void OnMousePressed ( vgui::MouseCode code ); virtual void OnMouseReleased( vgui::MouseCode code ); virtual void OnCursorMoved( int x, int y ); virtual void OnMouseWheeled( int delta ); virtual void OnTick(); virtual void OnMouseCaptureLost(); // Sets the camera to look at the the thing we're spinning around void LookAt( const Vector &vecCenter, float flRadius ); void LookAt( float flRadius ); void ComputePanelPosition( const Vector &vecPosition, Vector2D *pPanelPos ); void SetBackgroundColor( int r, int g, int b ); void SetBackgroundColor( const Color& c ); const Color& GetBackgroundColor() const; // Light probe void SetLightProbe( CDmxElement *pLightProbe ); // Camera. int GetCameraFOV( void ); void SetCameraFOV( float flFOV ); void SetCameraPositionAndAngles( const Vector &vecPos, const QAngle &angDir, bool syncManipulators = true ); void GetCameraPositionAndAngles( Vector &vecPos, QAngle &angDir ); void SetCameraOffset( const Vector &vecOffset ); void GetCameraOffset( Vector &vecOffset ); void ResetCameraPivot( void ); void ComputeCameraTransform( matrix3x4_t *pWorldToCamera ); void UpdateCameraTransform(); private: // Inherited classes must implement this virtual void OnPaint3D() = 0; protected: enum { MAX_LIGHT_COUNT = 4 }; struct LightInfo_t { LightDesc_t m_Desc; matrix3x4_t m_LightToWorld; }; enum ManipulationMode_t { CAMERA_ROTATE, CAMERA_TRANSLATE, CAMERA_ZOOM, LIGHT_MODE, }; virtual void EnterManipulationMode( ManipulationMode_t manipMode, bool bMouseCapture = true, vgui::MouseCode mouseCode = vgui::MouseCode( -1 ) ); void Select(); void AcceptManipulation( bool bReleaseMouseCapture = true ); void CancelManipulation(); void EnableMouseCapture( bool enable, vgui::MouseCode code = vgui::MouseCode( -1 ) ); bool WarpMouse( int &x, int &y ); IManipulator *m_pCurrentManip; int m_nManipStartX, m_nManipStartY; int m_nClickStartX, m_nClickStartY; // Re-apply the manipulators on a new model void ApplyManipulation(); // Synchronize the manipulators with the current transform void SyncManipulation(); bool HasLightProbe() const; ITexture *GetLightProbeCubemap( bool bHDR ); void DrawGrid(); CMaterialReference m_Wireframe; bool m_bRenderToTexture; virtual void SetupRenderState( int nDisplayWidth, int nDisplayHeight ); private: void CreateDefaultLights(); void DestroyLights(); void ParseLightsFromKV( KeyValues *pLightsKV ); CMaterialReference m_LightProbeBackground; CMaterialReference m_LightProbeHDRBackground; CTextureReference m_LightProbeCubemap; CTextureReference m_LightProbeHDRCubemap; Camera_t m_Camera; matrix3x4_t m_CameraPivot; int m_nLightCount; LightInfo_t m_Lights[MAX_LIGHT_COUNT]; Vector4D m_vecAmbientCube[6]; Color m_ClearColor; Vector m_vecCameraOffset; CTransformManipulator *m_pCameraRotate; CTransformManipulator *m_pCameraTranslate; CBaseManipulator *m_pCameraZoom; CPotteryWheelManip *m_pLightManip; vgui::MouseCode m_nCaptureMouseCode; int m_xoffset, m_yoffset; bool m_bHasLightProbe : 1; CPanelAnimationVar( bool, m_bUseParentBG, "useparentbg", "0" ); }; #endif // SIMPLEPOTTERYWHEELPANEL_H