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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/>.
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 plAutoUIBase_h_inc
#define plAutoUIBase_h_inc
//#include "max.h"
//#include "plComponentBase.h"
//#include "plComponentReg.h"
#include "hsTypes.h"
#include "hsWindows.h"
#include <vector>
class ParamBlockDesc2;
class IParamBlock2;
class Class_ID;
class plAutoUIParam;
class plAutoUIClassDesc;
class plAutoUIBase
{
protected:
HWND fhDlg;
std::vector<plAutoUIParam*> fParams;
ParamBlockDesc2 *fDesc;
IParamBlock2 *fPBlock;
char *fName;
HWND fhRollup;
plAutoUIBase();
public:
virtual ~plAutoUIBase();
/////////////////////////////////////////////////////////////////////////////////////
// Add control (and associated data). These should only be called at DLL load time.
// The id parameter must be unique, and while you can add and delete id's, you can
// never reuse an id.
//
// 'scriptName' is a MaxScript visible name. Here's what the help file says:
// "They should begin with an alpha character, have only alphanumerics, and have no
// spaces, punctuations, etc. The convention for multi-word names is to use
// studly-caps, eg, paintRadius."
// (Note: if this is nil, one will be generated from 'name'.)
//
// 'name' is the name that will show up in the user interface (a copy is made, so you
// can free the pointer after this function returns if it was allocated)
//
void AddCheckBox (Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates,
hsBool def=false);
void AddFloatSpinner(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates,
hsScalar def=0.f, hsScalar min=0.f, hsScalar max=1.f);
void AddIntSpinner (Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates,
int def=1, int min=0, int max=1);
void AddEditBox (Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates,
const char *def=nil, int lines=1);
void AddPickNodeList(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates,
std::vector<Class_ID>* filter=nil);
void AddPickNodeButton(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates,
std::vector<Class_ID>* filter=nil, bool canConvertToType=false);
void AddPickComponentButton(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates,
std::vector<Class_ID>* filter=nil, bool canConvertToType=false);
void AddPickComponentList(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates,
std::vector<Class_ID>* filter=nil);
void AddPickActivatorList(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates);
void AddPickActivatorButton(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates);
void AddPickDynamicTextButton(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates);
void AddPickGUIDialogButton(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates);
void AddPickExcludeRegionButton(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates);
void AddPickAnimationButton(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates);
void AddPickBehaviorButton(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates);
void AddPickMaterialButton(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates);
void AddPickMaterialAnimationButton(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates);
void AddPickWaterComponentButton(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates);
void AddPickSwimCurrentInterfaceButton(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates);
void AddPickClusterComponentButton(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates);
void AddPickGUIPopUpMenuButton(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates);
void AddPickGUISkinButton(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates);
void AddDropDownList(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates, std::vector<std::string>* options = nil);
void AddPickGrassComponentButton(Int16 id, const char *scriptName, const char *name, int vid, std::vector<std::string>* vstates);
void CreateAutoRollup(IParamBlock2 *pb);
void DestroyAutoRollup();
const char *GetName() { return fName; }
protected:
char *IMakeScriptName(const char *fullName);
void ICreateControls();
static BOOL CALLBACK ForwardDlgProc(HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam);
BOOL DlgProc(HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam);
};
#endif // plAutoUIBase_h_inc