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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==*/
//////////////////////////////////////////////////////////////////////////////
// //
// plCAnimParamBlock.h - Common animation paramblock and associated code //
// //
//// History /////////////////////////////////////////////////////////////////
// //
// 10.3.02 mcn - Created from the gory destruction of the separated anim //
// component and material animations. //
// //
//// Notes ///////////////////////////////////////////////////////////////////
// //
// This file is shared currently between MaxComponent and MaxPlasmaMtl. //
// Since the latter links to virtually nothing, this header MUST remain //
// MAX-pure; no reference to components or any other Plasma-specific stuff //
// above basically nucleusLib. Once we merge materials back into the main //
// plugins, this restriction can go away. //
// //
//////////////////////////////////////////////////////////////////////////////
#ifndef _plCAnimParamBlock_h
#define _plCAnimParamBlock_h
#include "Max.h"
#include "iparamb2.h"
#include "iparamm2.h"
/// Note: the namespace is so our enums and such don't clash with anything
/// else
namespace plCAnimPB
{
//// ParamBlock IDs //////////////////////////////////////////////////////////
// IDs for the common paramblock def below
enum Rollouts
{
kRollMain,
kRollEase
};
enum
{
kAnimRadio_DEAD,
kAnimAutoStart, // Start the Animation on load (V2)
kAnimLoop, // Start Looping at Begin Location
kAnimBegin_DEAD,
kAnimEnd_DEAD,
kAnimLoopSegCkBx_DEAD,
kAnimLoopSegBeg_DEAD,
kAnimLoopSegEnd_DEAD,
kAnimName, // Name of the notetrack animation to play
kAnimLoopSegBegBox_DEAD,
kAnimLoopSegEndBox_DEAD,
kAnimUseGlobal,
kAnimGlobalName,
kAnimLoopName, // Name of the notetrack specified loop
kAnimEaseInType,
kAnimEaseOutType,
kAnimEaseInLength,
kAnimEaseOutLength,
kAnimEaseInMin,
kAnimEaseInMax,
kAnimEaseOutMin,
kAnimEaseOutMax,
kAnimPhysAnim,
};
//// Static ParamBlock Accessor //////////////////////////////////////////////
// So we can ensure we only have one definition of our base paramBlock, but
// can access it multiple times without having to worry about which is the
// first. Defined here so the macro can get to it; don't reference it
// directly!
class plPBBaseDec
{
public:
static int kPlComponentBlkID;
static int kPlComponentRefID;
static ParamBlockDesc2 fAnimBlock;
};
//// ParamBlock Macro ////////////////////////////////////////////////////////
// Use this macro to create your paramblock for your animation object. This
// way, all the paramblocks for animation info will be identical!
//
// Ex. Usage: kDefineAnimPB( gAnimBlock, &gAnimDesc, PASS_ANIM, PASS_ANIM_EASE, gAnimMainProc, gAnimEaseProc );
#define kDefineAnimPB( blockName, descPtr, mainResIDName, easeResIDName, mainProc, easeProc ) \
static ParamBlockDesc2 blockName##( \
\
plPBBaseDec::kPlComponentBlkID, _T("animation"), 0, descPtr, P_AUTO_CONSTRUCT + P_AUTO_UI + P_MULTIMAP + P_INCLUDE_PARAMS, plPBBaseDec::kPlComponentRefID, \
2, /* # rollouts */ \
plCAnimPB::kRollMain, IDD_##mainResIDName, IDS_##mainResIDName, 0, 0, mainProc, \
plCAnimPB::kRollEase, IDD_##easeResIDName, IDS_##easeResIDName, 0, 0, easeProc, \
&plPBBaseDec::fAnimBlock, /* ParamBlock to include */ \
end, \
);
}; // namespace
#endif //_plCAnimParamBlock_h