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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef PL_COMPONENT_H
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#define PL_COMPONENT_H
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/************************************************************************************************
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**
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** Information regarding the development of Components for Plasma 2.0
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**
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** Date: 3/2/2001
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** Version: Plasma 2.00
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** Needs: A working knowledge of max sdk (Specifically the ParamBlocks...)
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** A working knowledge of C++
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**
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**
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** As the components are heavily reliant on the use of the MAX paramblock, the following methodology
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** should be used in their implementation:
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**
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** In order for the paramblock to not be thrown away during linking, we have started the use of a
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** dummy function such as:
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**
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** void DummyCodeIncludeStartPointFunc()
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** {
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** }
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**
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** This is called within the code for the GlobalUtility function, currently.
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**
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** Next create a derived class from the plComponent class with three public functions,
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** 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
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** during export to the .prd format.
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**
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** After the class above has been declared, the param block stuff follows:
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**
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** (Note all the imformation specifics regarding how to develop the paramblocks can be found
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** in the help included in the maxsdk.)
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**
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** CLASS_DESC is a macro that Max has created that helps stuff your data into a param block. It
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** takes in the following formal parameters:
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**
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** CLASS_DESC(plStartingPointComponent, gStartPtDesc, "StartingPoint", "StartingPointComp", Class_ID(0x2a127b68, 0xdc7367a))
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**
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** 1st parameter : The C++ class that is going to be accessing this function (assumed to be passed by reference)
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** 2nd parameter : The Instance of the class descriptor that will be used specifically for
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** the following param block. It is type int.
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** 3rd parameter : The Short name description string for this paramblock.
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** 4th parameter : The long name description string for this paramblock.
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** 5th parameter : The unique CLASS_ID created via the included GEN_ID.exe that comes with maxsdk.
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**
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** Following this macro, an enum array is useful to store the relatively unique ID constants for the paramblock.
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**
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** 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.
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**
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**
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** Next, the actual param block is declared such as the following:
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**
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** ParamBlockDesc2 gStartPtBk
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** (
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** 1, _T(""), 0, &gStartPtDesc, P_AUTO_CONSTRUCT + P_AUTO_UI, 0,
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**
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** //rollout
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** IDD_COMP_STARTINGPOINT, IDS_COMP_STARTINGPOINTS, 0, 0, NULL,
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**
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** // params
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** kPlayerStartingPoint, _T("Start Point:"), TYPE_STRING, 0, 0,
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** p_ui, TYPE_EDITBOX, IDC_COMP_STARTPOINT,
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** end,
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**
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** end
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** );
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**
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** First is the name of the descriptor method that is to be used, in this case the ParamBlockDesc2
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** type. Second is the unique name of this this paramblock. Following, a collection of comma delimited
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** parameters ensue. The exact details as well as other flags to use herein can be found in the MaxR4 sdk
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** Help file. We shall explain the above parameters to help give you an idea of the layout.
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** All paramblocks have the following format:
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**
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** 1. Required block specs & per-block flags, followed by,
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** 2. Optional owning object reference number for the block if auto-construct, followed by,
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** 3. Optional parameter map specs if auto-ui, followed by,
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** 4. Zero or more parameter specs, comprising:
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** a. Required parameter specs, followed by,
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** b. Zero or more optional parameter specs, each with is own leading tag,
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** the list terminated by an 'end' tag, followed by,
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** 5. an 'end' tag
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**
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** THE BLOCK SPECS:
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**
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** BlockParameter 1:
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** "1" is the permanent block ID for the parameter block2. It must be unique
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** to the block. Considering that you can have several blocks stored together in the same window,
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** you may want to enum this as well. THIS IS A REQUIRED FIELD.
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**
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** BlockParameter 2:
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** The internal name string. This name is not localized. Internal names are meant
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** to be parsable as identifiers. As such they should begin with an alpha character, have only
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** alphanumerics, and have no spaces, punctuations, etc. The convention for multi-uint16_t names
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** is to use studly-caps, eg, paintRadius. THIS IS A REQUIRED FIELD.
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**
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** BlockParameter 3:
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** The resource ID of the localized (sub-anim) name string. It is of type int. THIS IS
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** A REQUIRED FIELD.
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**
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** BlockParameter 4:
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** Points to the class descriptor2 of the owning class. This is used to add this
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** descriptor to the ClassDesc2's table of block descriptors for the class. Note: This value may
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** be passed as NULL for situations where the blocks owning ClassDesc2 is not available for static
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** initializations (such as in a separate file). Before using the descriptor for any block
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** construction, the ClassDesc2* must be initialized with the method:
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**
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** void ParamBlockDesc2::SetClassDesc(ClassDesc2* cd);
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**
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** You can only call this method once on a descriptor and then only if it has been
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** constructed initially with a NULL cd.
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**
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** BlockParameter 5: One or more BYTE flags. In this instance, we are only using:
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**
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** P_AUTO_CONSTRUCT
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** Indicates the parameter block2 will be constructed and referenced automatically
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** to its owner in the call to ClassDesc2::MakeAutoParamBlocks(). If this flag is
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** set, the parameter block's reference number in the owning object should be given
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** immediately following the flag uint16_t in the descriptor constructor. See
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** <auto_construct_block_refno>.
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**
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** P_AUTO_UI
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** Indicates this block supports automatic UI rollout management in calls to
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** ClassDesc2::BeginEditParams(), ClassDesc2::EndEditParams(),ClassDesc2::CreateParamDlg(),
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** ClassDesc2::CreateParamDialog(), etc.
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**
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*8 The <auto_ui_parammap_specs> must be supplied in the descriptor constructor.
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**
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** BlockParameter 6: Because we used the AUTO_UI the following parameters are REQUIRED.
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**
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** int dialog_template_ID,
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** (in this case IDD_COMP_something from an .rc file)
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** int dialog_title_res_ID,
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** (in this case IDS_COMP_something from the String Table)
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** int flag_mask,
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** (This is used by ClassDesc2::BeginEditParams() and ClassDesc2::EndEditParams()
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** to determine whether the ParamMap2 shold be created/deleted on this call.
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** All the bits in the supplied mask must be on in the Begin/EndEditParams
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** flag longword for the action to take place. For this example we have 0.)
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** int rollup_flags
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** (This flag is used to control rollup creation. You may pass
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** APPENDROLL_CLOSED to have the rollup added in the closed (rolled up) state.
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** Otherwise pass 0.)
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** ParamMap2UserDlgProc* proc
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** (If there are controls in the dialog that require special processing this user
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** If not used then NULL should be passed.)
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**
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** THE PARAM SPECS:
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**
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** Param Parameter 1: ParamID id
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** (The permanent, position-independent ID for the parameter. In this case, it is
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** the constant kStartingPoint.)
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** Param Parameter 2: TCHAR* internal_name
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** (The internal name for the parameter. In our case "Start Point:". This is what is written on the
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** button, spinner, whizbang, foozle, etc.)
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** Param Parameter 3: ParamType type
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** (The type of parameter. See List of ParamType Choices. In this case it is TYPE_STRING. It could be
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** TYPE_INT, TYPE_FLOAT, etc, etc, etc.)
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** Param Parameter 4: [int table_size]
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** (If the type is one of the Tab<> types, you need to supply an initial table size
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** which can be 0. Which it is in our case above.)
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** Param Parameter 5: int flags
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** (These flags are ORed together. We don't use any, hence 0. They include useful things such as
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** p_SubAnim which allow track view acess...)
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** Param Parameter 6: int local_name_res_ID
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** (Here lies that relatively unique enum mentioned above. Hence, the kStartingPoint.)
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**
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** OPTIONAL STUFF:
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**
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** As param blocks don't necessarily need a visual GUI, any that you include are optional.
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**
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** p_ui,
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** (This declares that a GUI will be instantiated. The parameter hereafter will declare the type.)
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** GUI_Type
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** (This is the type of GUI that you are going to use. In our case it is a CUSTOM editbox.
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**
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** NOTE: MAX prefers that you create CUSTOM instances of all GUI resources (such as spinners,
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** editboxes, etc)
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** )
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**
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** ID
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** (This is the implementor defined name that this GUI is using. It is the name of the object that
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** you created a resource of. We created an IDC_COMP_STARTINGPOINT which was of a CustEdit type.)
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**
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** end
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** (This lets the constructor that makes uses to know that you have finished one of the p_ui param
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** blocks.)
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**
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**
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** FINAL REQUISITE STUFF:
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**
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** end
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** );
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** (This is the conclusion of the Block descriptor. Sort of intuitive...)
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**
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*************************************************************************************************/
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#include "plComponentBase.h"
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#include "MaxExport/plErrorMsg.h"
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class plMaxNode;
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class plErrorMsg;
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class plComponent : public plComponentBase
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{
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public:
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// SetupProperties - Internal setup and write-only set properties on the MaxNode. No reading
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// 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; }
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virtual bool Convert(plMaxNode *node, plErrorMsg *pErrMsg) = 0;
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// 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; }
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};
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#endif
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