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Excluding 3rd party files.
225 lines
10 KiB
C++
225 lines
10 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code 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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Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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/*****************************************************************************
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* *
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* Vector control *
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* ---------------- *
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* *
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* A 3D vector MFC control derived from CButton. *
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* Features: *
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* - Real-time light rendering on a 3D ball. *
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* - Variable ball radius and position. *
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* - Supports bitmap background (tiled). *
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* - Supports vertical gradient color background (from color to color). *
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* - Variable ball color (diffuse), light color and ambient color. *
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* - Variable specular intensity. *
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* - Supports attached controls (for automatic update). *
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* - Variable mouse sensitivity. *
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* - Supports front clipping (vector will not have negative Z values). *
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* - Supports callback functions for the following events: *
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* 1. The trackball has moved (vector is changing). *
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* 2. The user dropped the trackball (released left mouse button) *
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* i.e., the vector was changed. *
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* *
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* *
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*****************************************************************************/
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#ifndef _VECTOR_CTL_H
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#define _VECTOR_CTL_H
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// Callback pointer prototype:
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typedef void (*VectorCtlCallbackProc)( idQuat rotation );
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// The callback should look like:
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// void CALLBACK MyCallBack (double dVecX, double dVecY, double dVecZ);
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// or
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// static void CALLBACK MyClass::MyCallBack (double dVecX, double dVecY, double dVecZ);
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class CVectorCtl : public CButton
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{
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#define EPS 1.0e-6 // Epsilon
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#define DEFAULT_VEC {0.00, 0.00, 1.00} // Default start vector
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#define DEFAULT_DIFFUSE RGB( 30, 0, 200) // Default diffuse color
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#define DEFAULT_AMBIENT RGB( 20, 20, 20) // Default ambient color
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#define DEFAULT_LIGHT RGB(200, 200, 200) // Default light color
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#define DEFAULT_START_BACKGROUND_COLOR RGB( 0, 0, 0) // Default gradient background start color
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#define DEFAULT_END_BACKGROUND_COLOR RGB(140, 0, 120) // Default gradient background end color
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#define DEFAULT_SPEC_EXP 25.0 // Default specular intensity
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#define VAL_NOT_IN_USE -50000 // Internal use
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public:
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CVectorCtl ();
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virtual ~CVectorCtl ();
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// Owner-drawn control support function
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virtual void DrawItem( LPDRAWITEMSTRUCT lpDrawItemStruct );
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// Sets / Gets diffuse (ball) color.
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void SetDiffuseColor (COLORREF clr) { m_clrDiffuse = clr; Redraw (); }
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COLORREF GetDiffuseColor () { return m_clrDiffuse; }
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// Sets / Gets ambient (background) color.
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void SetAmbientColor (COLORREF clr) { m_clrAmbient = clr; Redraw (); }
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COLORREF GetAmbientColor () { return m_clrAmbient; }
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// Sets / Gets light color.
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void SetLightColor (COLORREF clr) { m_clrLight = clr; Redraw (); }
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COLORREF GetLightColor () { return m_clrLight; }
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// Sets background gradient color (from start to finish vertically)
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void SetBackgroundColor (COLORREF clrStart, COLORREF clrEnd);
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// Sets a background bitmap (resource ID)
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BOOL SetBackgroundImage (UINT uBackgroundBitmapID);
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// Sets / Gets specular intensity
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BOOL SetSpecularExponent (double dExp);
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double GetSpecularExponent () { return m_dSpecularExponent; }
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// Enables auto-update of axis controls.
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// Place the control's ID and the SetWindowText function will be called
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// for each vector component to display the value in the control.
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void SetAxisControl (int nXCtl, int nYCtl, int nZCtl);
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// Sets / Gets ball radius (in pixels)
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void SetRadius (UINT uRadius);
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UINT GetRadius () { return UINT(m_iRadius); }
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// Sets / Gets ball position (in pixels)
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void SetCenter (UINT uHorizPos, UINT uVertPos);
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UINT GetHorizCenter () { return UINT(m_iXCenter); }
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UINT GetVertCenter () { return UINT(m_iYCenter); }
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// Sets / Gets vector components
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void SetX (double dx) { SetAxis (dx, 0); }
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double GetX() { return m_dVec[0]; }
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void SetY (double dy) { SetAxis (dy, 1); }
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double GetY() { return m_dVec[1]; }
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void SetZ (double dz) { SetAxis (dz, 2); }
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double GetZ() { return m_dVec[2]; }
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void SetVector (double dx, double dy, double dz);
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void SetidAxis( const idMat3 &mat ) {
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rotationMatrix = mat;
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rotationQuat = mat.ToQuat();
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m_dVec = mat[2];
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}
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// Sets / Gets mouse sensitivity
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BOOL SetSensitivity (UINT uSens);
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UINT GetSensitivity () { return UINT(m_dSensitivity); }
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// Bounds / Unbounds vector to front (positive Z) only
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void ClipToFront (BOOL bEnable) { m_bFrontVector = bEnable; }
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// Set user-defined callback function to call whenever the vector has changed.
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// Set to NULL to disable callback.
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void SetVectorChangingCallback (VectorCtlCallbackProc proc)
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{ m_procVectorChanging = proc; }
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// Set user-defined callback function to call whenever the vector has finished
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// changing (user dropped track-ball).
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// Set to NULL to disable callback.
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void SetVectorChangedCallback (VectorCtlCallbackProc proc)
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{ m_procVectorChanged = proc; }
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private:
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afx_msg void OnLButtonDown(UINT nFlags, CPoint point);
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afx_msg void OnLButtonUp(UINT nFlags, CPoint point);
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afx_msg void OnMouseMove(UINT nFlags, CPoint point);
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// Mouse is being dragged
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void OnMouseDrag (int , int);
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// Create and measure off-screen buffer
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void InitBitmap (LPDRAWITEMSTRUCT lpDrawItemStruct, CDC *pDC);
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// Build image to BitBlt
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void BuildImage (LPDRAWITEMSTRUCT lpDrawItemStruct);
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// Free resources of background (non-ball) bitmap
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void ClearBackgroundBitmap ();
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// Normalize vector
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BOOL Normalize ();
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// Calculate lightning effect for a pixel on the ball
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COLORREF CalcLight (double dx, double dy, double dz);
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// Rotate our vector by X and Y angles
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void RotateByXandY (double XRot, double YRot);
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// Create background image resource
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void CreateBackground ();
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// Force redraw of entire image
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void Redraw (BOOL bErase = FALSE);
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// Update user-defined vector components controls
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void UpdateAxisControls ();
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// Sets a specific vector component to a specific value
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void SetAxis (double d, int nAxis);
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CBitmap m_bmpBuffer, // Buffer bitmap for BitBlt
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m_bmpBack; // Background image bitmap
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CDC m_dcMem; // Memory DC
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BOOL m_bBmpCreated, // Was the bitmap created ?
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m_bBackgroundBitmapUsed,// Are we using a background bitmap ?
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m_bImageChange, // Has the image changed ?
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m_bFrontVector, // Is the vector constrained to be facing front (positive Z) ?
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m_bHasFocus, // Does the control have the focus ?
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m_bSelected; // Is the control selected ?
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int m_iWidth, // Region width
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m_iHeight, // Region height
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m_iRadius, // Ball radius
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m_iSqrRadius, // Ball radius to the power of two
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m_iXCenter, // X center point
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m_iYCenter; // Y center point
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CBitmap *m_pOldBitmap; // Previously selected bitmap
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COLORREF m_clrDiffuse, // Ball diffusion color (self color)
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m_clrAmbient, // Ambient (background) color
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m_clrLight, // Color of light
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m_clrBackgroundStart, // Background color gradient start
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m_clrBackgroundEnd; // Background color gradient end
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CWnd *pCtl[3]; // Pointers to axis display controls
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double m_dSpecularExponent, // Specularity effect intensity
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m_dSensitivity; // The bigger the number the less sensitive the mouse gets
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// Valid ranges are 1..MAX_UINT
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idVec3 m_dVec; // Vector components
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idMat3 rotationMatrix; //
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idQuat rotationQuat;
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idQuat previousQuat;
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idVec3 lastPress;
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float radius;
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VectorCtlCallbackProc m_procVectorChanging,
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m_procVectorChanged;
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protected:
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DECLARE_MESSAGE_MAP()
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};
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#endif
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