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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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//////////////////////////////////////////////////////////////////////////////
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// //
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// pfGUIDynDisplayCtrl Header //
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// //
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// Fun little helper control that just stores a pointer to a single //
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// plDynamicTextMap, chosen in MAX. Note that we could also just search //
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// for the right key name, but that requires a StupidSearch(tm), while //
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// this way just requires an extra dummy control that automatically reads //
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// in the right ref (and searching for controls by TagID is a lot faster //
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// than searching for keys). //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef _pfGUIDynDisplayCtrl_h
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#define _pfGUIDynDisplayCtrl_h
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#include "pfGUIControlMod.h"
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#include "hsTemplates.h"
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class plMessage;
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class plDynamicTextMap;
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class plLayerInterface;
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class hsGMaterial;
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class pfGUIDynDisplayCtrl : public pfGUIControlMod
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{
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protected:
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enum
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{
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kRefTextMap = kRefDerivedStart,
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kRefLayer,
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kRefMaterial
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};
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hsTArray<plDynamicTextMap *> fTextMaps;
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hsTArray<plLayerInterface *> fLayers;
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hsTArray<hsGMaterial *> fMaterials;
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virtual hsBool IEval( double secs, hsScalar del, UInt32 dirty ); // called only by owner object's Eval()
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public:
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pfGUIDynDisplayCtrl();
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virtual ~pfGUIDynDisplayCtrl();
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CLASSNAME_REGISTER( pfGUIDynDisplayCtrl );
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GETINTERFACE_ANY( pfGUIDynDisplayCtrl, pfGUIControlMod );
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virtual hsBool MsgReceive( plMessage* pMsg );
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virtual void Read( hsStream* s, hsResMgr* mgr );
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virtual void Write( hsStream* s, hsResMgr* mgr );
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UInt32 GetNumMaps( void ) const { return fTextMaps.GetCount(); }
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plDynamicTextMap *GetMap( UInt32 i ) const { return fTextMaps[ i ]; }
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UInt32 GetNumLayers( void ) const { return fLayers.GetCount(); }
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plLayerInterface *GetLayer( UInt32 i ) const { return fLayers[ i ]; }
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UInt32 GetNumMaterials( void ) const { return fMaterials.GetCount(); }
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hsGMaterial *GetMaterial( UInt32 i ) const { return fMaterials[ i ]; }
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// Export only
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void AddMap( plDynamicTextMap *map );
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void AddLayer( plLayerInterface *layer );
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void AddMaterial( hsGMaterial *material );
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};
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#endif // _pfGUIDynDisplayCtrl_h
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