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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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#include <set>
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#include <vector>
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class Class_ID;
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class plComponentBase;
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class plMaxNodeBase;
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class IParamBlock2;
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class plResponderGetComp
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{
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public:
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typedef std::vector<Class_ID> ClassIDs;
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static plResponderGetComp& Instance();
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// Get a comp and node it is applied to from the user and store it in the PB
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//
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// pb - Your param block
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// nodeID - ParamID of a reftarg for the node to be put in
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// compID - ParamID of a reftarg for the comp to be put in
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// classIDs - Optional list of component Class_ID's to allow (nil for all)
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bool GetComp(IParamBlock2 *pb, int nodeID, int compID, ClassIDs *classIDs);
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// Get the comp stored in your PB
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// Set convertTime to true to verify that the node can convert (ie, only use it after PreConvert)
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plComponentBase *GetSavedComp(IParamBlock2 *pb, int nodeID, int compID, bool convertTime=false);
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protected:
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IParamBlock2 *fPB;
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int fNodeID;
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int fCompID;
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ClassIDs *fClassIDs;
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typedef std::set<plMaxNodeBase*> NodeSet;
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#if 0
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ULONG fLastAnimComp;
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ULONG fLastAnimObj;
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ULONG fLastSoundComp;
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ULONG fLastSoundObj;
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#endif
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void IFindCompsRecur(plMaxNodeBase *node, NodeSet& nodes);
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void ILoadNodes(plMaxNodeBase *compNode, HWND hDlg);
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static BOOL CALLBACK ForwardDlgProc(HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam);
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BOOL DlgProc(HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam);
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};
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class plResponderCompNode
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{
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public:
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typedef std::vector<Class_ID> ClassIDs;
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protected:
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IParamBlock2 *fPB;
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int fNodeID;
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int fCompID;
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int fCompResID;
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int fNodeResID;
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ClassIDs fCompCIDs;
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// typedef std::set<plMaxNodeBase*> NodeSet;
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void IUpdateCompButton(HWND hWnd);
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void IUpdateNodeButton(HWND hWnd);
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bool IValidate();
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public:
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// Get a comp and node it is applied to from the user and store it in the PB
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//
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// pb - Your param block
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// nodeID - ParamID of a reftarg for the node to be put in
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// compID - ParamID of a reftarg for the comp to be put in
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// classIDs - Optional list of component Class_ID's to allow (nil for all)
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void Init(IParamBlock2 *pb, int compID, int nodeID, int compResID, int nodeResID, ClassIDs *compCIDs);
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void InitDlg(HWND hWnd);
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void CompButtonPress(HWND hWnd);
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void NodeButtonPress(HWND hWnd);
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bool GetCompAndNode(plComponentBase*& comp, plMaxNodeBase*& node);
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};
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