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/*==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
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/>.
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,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#ifndef PL_COMPONENT_H
#define PL_COMPONENT_H
/************************************************************************************************
**
** Information regarding the development of Components for Plasma 2.0
**
** Date: 3/2/2001
** Version: Plasma 2.00
** Needs: A working knowledge of max sdk (Specifically the ParamBlocks...)
** A working knowledge of C++
**
**
** As the components are heavily reliant on the use of the MAX paramblock, the following methodology
** should be used in their implementation:
**
** In order for the paramblock to not be thrown away during linking, we have started the use of a
** dummy function such as:
**
** void DummyCodeIncludeStartPointFunc()
** {
** }
**
** This is called within the code for the GlobalUtility function, currently.
**
** Next create a derived class from the plComponent class with three public functions,
** being its constunctor, its custom destructor and the converter. Currently, we have the
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** converter returning an bool to let you know how successful the conversion process has been
** during export to the .prd format.
**
** After the class above has been declared, the param block stuff follows:
**
** (Note all the imformation specifics regarding how to develop the paramblocks can be found
** in the help included in the maxsdk.)
**
** CLASS_DESC is a macro that Max has created that helps stuff your data into a param block. It
** takes in the following formal parameters:
**
** CLASS_DESC(plStartingPointComponent, gStartPtDesc, "StartingPoint", "StartingPointComp", Class_ID(0x2a127b68, 0xdc7367a))
**
** 1st parameter : The C++ class that is going to be accessing this function (assumed to be passed by reference)
** 2nd parameter : The Instance of the class descriptor that will be used specifically for
** the following param block. It is type int.
** 3rd parameter : The Short name description string for this paramblock.
** 4th parameter : The long name description string for this paramblock.
** 5th parameter : The unique CLASS_ID created via the included GEN_ID.exe that comes with maxsdk.
**
** Following this macro, an enum array is useful to store the relatively unique ID constants for the paramblock.
**
** The format of the definitions in this shown below, but basically is in the form of a sequence of fixed specs followed by a variable number of tagged optional specs for each parameter.
**
**
** Next, the actual param block is declared such as the following:
**
** ParamBlockDesc2 gStartPtBk
** (
** 1, _T(""), 0, &gStartPtDesc, P_AUTO_CONSTRUCT + P_AUTO_UI, 0,
**
** //rollout
** IDD_COMP_STARTINGPOINT, IDS_COMP_STARTINGPOINTS, 0, 0, NULL,
**
** // params
** kPlayerStartingPoint, _T("Start Point:"), TYPE_STRING, 0, 0,
** p_ui, TYPE_EDITBOX, IDC_COMP_STARTPOINT,
** end,
**
** end
** );
**
** First is the name of the descriptor method that is to be used, in this case the ParamBlockDesc2
** type. Second is the unique name of this this paramblock. Following, a collection of comma delimited
** parameters ensue. The exact details as well as other flags to use herein can be found in the MaxR4 sdk
** Help file. We shall explain the above parameters to help give you an idea of the layout.
** All paramblocks have the following format:
**
** 1. Required block specs & per-block flags, followed by,
** 2. Optional owning object reference number for the block if auto-construct, followed by,
** 3. Optional parameter map specs if auto-ui, followed by,
** 4. Zero or more parameter specs, comprising:
** a. Required parameter specs, followed by,
** b. Zero or more optional parameter specs, each with is own leading tag,
** the list terminated by an 'end' tag, followed by,
** 5. an 'end' tag
**
** THE BLOCK SPECS:
**
** BlockParameter 1:
** "1" is the permanent block ID for the parameter block2. It must be unique
** to the block. Considering that you can have several blocks stored together in the same window,
** you may want to enum this as well. THIS IS A REQUIRED FIELD.
**
** BlockParameter 2:
** The internal name string. This name is not localized. Internal names are meant
** to be parsable as identifiers. As such they should begin with an alpha character, have only
** alphanumerics, and have no spaces, punctuations, etc. The convention for multi-uint16_t names
** is to use studly-caps, eg, paintRadius. THIS IS A REQUIRED FIELD.
**
** BlockParameter 3:
** The resource ID of the localized (sub-anim) name string. It is of type int. THIS IS
** A REQUIRED FIELD.
**
** BlockParameter 4:
** Points to the class descriptor2 of the owning class. This is used to add this
** descriptor to the ClassDesc2's table of block descriptors for the class. Note: This value may
** be passed as NULL for situations where the blocks owning ClassDesc2 is not available for static
** initializations (such as in a separate file). Before using the descriptor for any block
** construction, the ClassDesc2* must be initialized with the method:
**
** void ParamBlockDesc2::SetClassDesc(ClassDesc2* cd);
**
** You can only call this method once on a descriptor and then only if it has been
** constructed initially with a NULL cd.
**
** BlockParameter 5: One or more BYTE flags. In this instance, we are only using:
**
** P_AUTO_CONSTRUCT
** Indicates the parameter block2 will be constructed and referenced automatically
** to its owner in the call to ClassDesc2::MakeAutoParamBlocks(). If this flag is
** set, the parameter block's reference number in the owning object should be given
** immediately following the flag uint16_t in the descriptor constructor. See
** <auto_construct_block_refno>.
**
** P_AUTO_UI
** Indicates this block supports automatic UI rollout management in calls to
** ClassDesc2::BeginEditParams(), ClassDesc2::EndEditParams(),ClassDesc2::CreateParamDlg(),
** ClassDesc2::CreateParamDialog(), etc.
**
*8 The <auto_ui_parammap_specs> must be supplied in the descriptor constructor.
**
** BlockParameter 6: Because we used the AUTO_UI the following parameters are REQUIRED.
**
** int dialog_template_ID,
** (in this case IDD_COMP_something from an .rc file)
** int dialog_title_res_ID,
** (in this case IDS_COMP_something from the String Table)
** int flag_mask,
** (This is used by ClassDesc2::BeginEditParams() and ClassDesc2::EndEditParams()
** to determine whether the ParamMap2 shold be created/deleted on this call.
** All the bits in the supplied mask must be on in the Begin/EndEditParams
** flag longword for the action to take place. For this example we have 0.)
** int rollup_flags
** (This flag is used to control rollup creation. You may pass
** APPENDROLL_CLOSED to have the rollup added in the closed (rolled up) state.
** Otherwise pass 0.)
** ParamMap2UserDlgProc* proc
** (If there are controls in the dialog that require special processing this user
** If not used then NULL should be passed.)
**
** THE PARAM SPECS:
**
** Param Parameter 1: ParamID id
** (The permanent, position-independent ID for the parameter. In this case, it is
** the constant kStartingPoint.)
** Param Parameter 2: TCHAR* internal_name
** (The internal name for the parameter. In our case "Start Point:". This is what is written on the
** button, spinner, whizbang, foozle, etc.)
** Param Parameter 3: ParamType type
** (The type of parameter. See List of ParamType Choices. In this case it is TYPE_STRING. It could be
** TYPE_INT, TYPE_FLOAT, etc, etc, etc.)
** Param Parameter 4: [int table_size]
** (If the type is one of the Tab<> types, you need to supply an initial table size
** which can be 0. Which it is in our case above.)
** Param Parameter 5: int flags
** (These flags are ORed together. We don't use any, hence 0. They include useful things such as
** p_SubAnim which allow track view acess...)
** Param Parameter 6: int local_name_res_ID
** (Here lies that relatively unique enum mentioned above. Hence, the kStartingPoint.)
**
** OPTIONAL STUFF:
**
** As param blocks don't necessarily need a visual GUI, any that you include are optional.
**
** p_ui,
** (This declares that a GUI will be instantiated. The parameter hereafter will declare the type.)
** GUI_Type
** (This is the type of GUI that you are going to use. In our case it is a CUSTOM editbox.
**
** NOTE: MAX prefers that you create CUSTOM instances of all GUI resources (such as spinners,
** editboxes, etc)
** )
**
** ID
** (This is the implementor defined name that this GUI is using. It is the name of the object that
** you created a resource of. We created an IDC_COMP_STARTINGPOINT which was of a CustEdit type.)
**
** end
** (This lets the constructor that makes uses to know that you have finished one of the p_ui param
** blocks.)
**
**
** FINAL REQUISITE STUFF:
**
** end
** );
** (This is the conclusion of the Block descriptor. Sort of intuitive...)
**
*************************************************************************************************/
#include "plComponentBase.h"
#include "MaxExport/plErrorMsg.h"
class plMaxNode;
class plErrorMsg;
class plComponent : public plComponentBase
{
public:
// SetupProperties - Internal setup and write-only set properties on the MaxNode. No reading
// of properties on the MaxNode, as it's still indeterminant.
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virtual bool SetupProperties(plMaxNode *node, plErrorMsg *pErrMsg) { return true; }
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virtual bool PreConvert(plMaxNode *node, plErrorMsg *pErrMsg) { return true; }
virtual bool Convert(plMaxNode *node, plErrorMsg *pErrMsg) = 0;
// DeInit pass--free up any temp memory you might have allocated here
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virtual bool DeInit(plMaxNode *node, plErrorMsg *pErrMsg) { return true; }
};
#endif