/*==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 . Additional permissions under GNU GPL version 3 section 7 If you modify this Program, or any covered work, by linking or combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK (or a modified version of those libraries), containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the licensors of this Program grant you additional permission to convey the resulting work. Corresponding Source for a non-source form of such a combination shall include the source code for the parts of OpenSSL and IJG JPEG Library used as well as that of the covered work. 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==*/ #include "hsTypes.h" #include "max.h" #include #include class plComponentBase; class IParamBlock2; class plMaxNodeBase; class plResponderGetComp { public: typedef std::vector ClassIDs; static plResponderGetComp& Instance(); // Get a comp and node it is applied to from the user and store it in the PB // // pb - Your param block // nodeID - ParamID of a reftarg for the node to be put in // compID - ParamID of a reftarg for the comp to be put in // classIDs - Optional list of component Class_ID's to allow (nil for all) bool GetComp(IParamBlock2 *pb, int nodeID, int compID, ClassIDs *classIDs); // Get the comp stored in your PB // Set convertTime to true to verify that the node can convert (ie, only use it after PreConvert) plComponentBase *GetSavedComp(IParamBlock2 *pb, int nodeID, int compID, bool convertTime=false); protected: IParamBlock2 *fPB; int fNodeID; int fCompID; ClassIDs *fClassIDs; typedef std::set NodeSet; #if 0 ULONG fLastAnimComp; ULONG fLastAnimObj; ULONG fLastSoundComp; ULONG fLastSoundObj; #endif void IFindCompsRecur(plMaxNodeBase *node, NodeSet& nodes); void ILoadNodes(plMaxNodeBase *compNode, HWND hDlg); static BOOL CALLBACK ForwardDlgProc(HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam); BOOL DlgProc(HWND hDlg, UINT msg, WPARAM wParam, LPARAM lParam); }; class plResponderCompNode { public: typedef std::vector ClassIDs; protected: IParamBlock2 *fPB; int fNodeID; int fCompID; int fCompResID; int fNodeResID; ClassIDs fCompCIDs; // typedef std::set NodeSet; void IUpdateCompButton(HWND hWnd); void IUpdateNodeButton(HWND hWnd); bool IValidate(); public: // Get a comp and node it is applied to from the user and store it in the PB // // pb - Your param block // nodeID - ParamID of a reftarg for the node to be put in // compID - ParamID of a reftarg for the comp to be put in // classIDs - Optional list of component Class_ID's to allow (nil for all) void Init(IParamBlock2 *pb, int compID, int nodeID, int compResID, int nodeResID, ClassIDs *compCIDs); void InitDlg(HWND hWnd); void CompButtonPress(HWND hWnd); void NodeButtonPress(HWND hWnd); bool GetCompAndNode(plComponentBase*& comp, plMaxNodeBase*& node); };