/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011  Cyan Worlds, 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
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GNU General Public License for more details.

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Additional permissions under GNU GPL version 3 section 7

If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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 or by snail mail at:
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*==LICENSE==*/
//////////////////////////////////////////////////////////////////////////////
//                                                                          //
//  plCAnimParamBlock.h - Common animation paramblock and associated code   //
//                                                                          //
//// History /////////////////////////////////////////////////////////////////
//                                                                          //
//  10.3.02 mcn - Created from the gory destruction of the separated anim   //
//                component and material animations.                        //
//                                                                          //
//// Notes ///////////////////////////////////////////////////////////////////
//                                                                          //
//  This file is shared currently between MaxComponent and MaxPlasmaMtl.    //
//  Since the latter links to virtually nothing, this header MUST remain    //
//  MAX-pure; no reference to components or any other Plasma-specific stuff //
//  above basically nucleusLib. Once we merge materials back into the main  //
//  plugins, this restriction can go away.                                  //
//                                                                          //
//////////////////////////////////////////////////////////////////////////////

#ifndef _plCAnimParamBlock_h
#define _plCAnimParamBlock_h

#include "Max.h"
#include "iparamb2.h"
#include "iparamm2.h"


/// Note: the namespace is so our enums and such don't clash with anything
/// else
namespace plCAnimPB
{

//// ParamBlock IDs //////////////////////////////////////////////////////////
//  IDs for the common paramblock def below

enum Rollouts
{
    kRollMain,
    kRollEase
};

enum 
{
    kAnimRadio_DEAD,
    kAnimAutoStart,         // Start the Animation on load  (V2)
    kAnimLoop,              // Start Looping at Begin Location
    kAnimBegin_DEAD,
    kAnimEnd_DEAD,
    kAnimLoopSegCkBx_DEAD,
    kAnimLoopSegBeg_DEAD,
    kAnimLoopSegEnd_DEAD,
    kAnimName,              // Name of the notetrack animation to play
    kAnimLoopSegBegBox_DEAD,
    kAnimLoopSegEndBox_DEAD,
    kAnimUseGlobal,
    kAnimGlobalName,
    kAnimLoopName,          // Name of the notetrack specified loop
    kAnimEaseInType,
    kAnimEaseOutType,
    kAnimEaseInLength,
    kAnimEaseOutLength,
    kAnimEaseInMin,
    kAnimEaseInMax,
    kAnimEaseOutMin,
    kAnimEaseOutMax,
    kAnimPhysAnim,
};

//// Static ParamBlock Accessor //////////////////////////////////////////////
//  So we can ensure we only have one definition of our base paramBlock, but
//  can access it multiple times without having to worry about which is the
//  first. Defined here so the macro can get to it; don't reference it
//  directly!

class plPBBaseDec
{
    public:
        static int  kPlComponentBlkID;
        static int  kPlComponentRefID;

        static ParamBlockDesc2      fAnimBlock;
};

//// ParamBlock Macro ////////////////////////////////////////////////////////
//  Use this macro to create your paramblock for your animation object. This
//  way, all the paramblocks for animation info will be identical!
//
//  Ex. Usage: kDefineAnimPB( gAnimBlock, &gAnimDesc, PASS_ANIM, PASS_ANIM_EASE, gAnimMainProc, gAnimEaseProc );

#define kDefineAnimPB( blockName, descPtr, mainResIDName, easeResIDName, mainProc, easeProc ) \
    static ParamBlockDesc2 blockName##( \
                                        \
        plPBBaseDec::kPlComponentBlkID, _T("animation"), 0, descPtr, P_AUTO_CONSTRUCT + P_AUTO_UI + P_MULTIMAP + P_INCLUDE_PARAMS, plPBBaseDec::kPlComponentRefID, \
        2,  /* # rollouts */            \
        plCAnimPB::kRollMain, IDD_##mainResIDName, IDS_##mainResIDName, 0, 0, mainProc,                 \
        plCAnimPB::kRollEase, IDD_##easeResIDName, IDS_##easeResIDName, 0, 0, easeProc,                 \
        &plPBBaseDec::fAnimBlock,       /* ParamBlock to include */                                 \
        end,                                                                                        \
    );
        


};  // namespace

#endif //_plCAnimParamBlock_h
