etqw-sdk/source/game/guis/UIRenderWorld.h
2008-05-29 00:00:00 +00:00

364 lines
9.1 KiB
C++

// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __GAME_GUIS_USERINTERFACERENDERWORLD_H__
#define __GAME_GUIS_USERINTERFACERENDERWORLD_H__
#include "UserInterfaceTypes.h"
#include "../Camera.h"
extern const char sdUITemplateFunctionInstance_IdentifierRenderWorld[];
SD_UI_PROPERTY_TAG(
alias = "renderworld";
)
class sdUIRenderWorld :
public sdUIWindow {
public:
SD_UI_DECLARE_CLASS( sdUIRenderWorld )
typedef sdUITemplateFunction< sdUIRenderWorld > RenderWorldTemplateFunction;
sdUIRenderWorld();
virtual ~sdUIRenderWorld();
virtual const char* GetScopeClassName() const { return "sdUIRenderWorld"; }
virtual sdUIFunctionInstance* GetFunction( const char* name );
virtual bool RunNamedMethod( const char* name, sdUIFunctionStack& stack );
static void InitFunctions( void );
static void ShutdownFunctions( void ) { renderWorldFunctions.DeleteContents(); }
static const RenderWorldTemplateFunction* FindFunction( const char* name );
protected:
virtual void DrawLocal();
protected:
SD_UI_PROPERTY_TAG(
title = "Drawing/RenderWorld/atmosphere";
desc = "Set an atmosphere (see atmosphere defs)";
editor = "edit";
datatype = "string";
)
sdStringProperty atmosphere;
// ===========================================
private:
void OnAtmosphereChanged( const idStr& oldValue, const idStr& newValue );
void Update_r( sdUIObject* child );
private:
renderView_t viewDef;
idRenderWorld* world;
static idHashMap< RenderWorldTemplateFunction* > renderWorldFunctions;
};
/*
============
sdUIRenderWorld_Child
============
*/
class sdUIRenderWorld_Child :
public sdUIObject {
public:
SD_UI_DECLARE_ABSTRACT_CLASS( sdUIRenderWorld_Child )
sdUIRenderWorld_Child();
virtual ~sdUIRenderWorld_Child() {}
virtual void SetRenderWorld( idRenderWorld* world ) { renderWorld = world; }
virtual void Update( renderView_t& view ) = 0;
SD_UI_PROPERTY_TAG(
title = "Drawing/RenderWorld_Child/Visible";
desc = "Set visibility.";
editor = "edit";
datatype = "float";
)
sdFloatProperty visible;
// ===========================================
SD_UI_PROPERTY_TAG(
title = "Drawing/RenderWorld_Child/BindJoint";
desc = "Bind joint for object.";
editor = "edit";
datatype = "string";
)
sdStringProperty bindJoint;
// ===========================================
protected:
idRenderWorld* renderWorld;
};
/*
============
sdUIRenderModel
============
*/
class sdUIRenderModel :
public sdUIRenderWorld_Child {
public:
SD_UI_DECLARE_CLASS( sdUIRenderModel )
sdUIRenderModel();
virtual ~sdUIRenderModel();
virtual const char* GetScopeClassName() const { return "sdUIRenderModel"; }
virtual void SetRenderWorld( idRenderWorld* world );
virtual void Update( renderView_t& viewDef );
protected:
void OnModelInfoChanged( const idStr& oldValue, const idStr& newValue );
void OnVisibleChanged( const float oldValue, const float newValue );
void SpawnDefs();
bool SpawnInfoValid() const;
void FreeModel();
protected:
SD_UI_PROPERTY_TAG(
title = "Drawing/RenderModel/ModelName";
desc = "Model name.";
editor = "edit";
datatype = "string";
)
sdStringProperty modelName;
// ===========================================
SD_UI_PROPERTY_TAG(
title = "Drawing/RenderModel/SkinName";
desc = "Skin name.";
editor = "edit";
datatype = "string";
)
sdStringProperty skinName;
// ===========================================
SD_UI_PROPERTY_TAG(
title = "Drawing/RenderModel/AnimName";
desc = "Animation name.";
editor = "edit";
datatype = "string";
)
sdStringProperty animName;
// ===========================================
SD_UI_PROPERTY_TAG(
title = "Drawing/RenderModel/AnimClass";
desc = "Animation class.";
editor = "edit";
datatype = "string";
)
sdStringProperty animClass;
// ===========================================
SD_UI_PROPERTY_TAG(
title = "Drawing/RenderModel/ModelOrigin";
desc = "Model origin in the render world.";
editor = "edit";
datatype = "vec3";
)
sdVec3Property modelOrigin;
// ===========================================
SD_UI_PROPERTY_TAG(
title = "Drawing/RenderModel/ModelRotation";
desc = "Model rotation.";
editor = "edit";
datatype = "vec3";
)
sdVec3Property modelRotation;
// ===========================================
SD_UI_PROPERTY_TAG(
title = "Drawing/RenderModel/Animate";
desc = "Animate the model.";
editor = "edit";
datatype = "float";
)
sdFloatProperty animate;
// ===========================================
private:
renderEntity_t worldEntity;
const idMD5Anim* modelAnim;
idRenderModel* worldModel;
qhandle_t modelDef;
int animLength;
int animEndTime;
};
/*
============
sdUIRenderLight
============
*/
class sdUIRenderLight :
public sdUIRenderWorld_Child {
public:
SD_UI_DECLARE_CLASS( sdUIRenderLight )
sdUIRenderLight();
virtual ~sdUIRenderLight();
virtual const char* GetScopeClassName() const { return "sdUIRenderLight"; }
virtual void SetRenderWorld( idRenderWorld* world );
virtual void Update( renderView_t& viewDef );
protected:
void OnVisibleChanged( const float oldValue, const float newValue );
void SpawnDefs();
void FreeLight();
protected:
SD_UI_PROPERTY_TAG(
title = "Drawing/RenderLight/LightOrigin";
desc = "Light origin.";
editor = "edit";
datatype = "vec3";
)
sdVec3Property lightOrigin;
// ===========================================
SD_UI_PROPERTY_TAG(
title = "Drawing/RenderLight/LightColor";
desc = "Light color.";
editor = "edit";
datatype = "vec4";
)
sdVec4Property lightColor;
// ===========================================
private:
renderLight_t rLight;
qhandle_t lightDef;
};
/*
============
sdUIRenderCamera
============
*/
class sdUIRenderCamera :
public sdUIRenderWorld_Child {
public:
SD_UI_DECLARE_CLASS( sdUIRenderCamera )
sdUIRenderCamera();
virtual ~sdUIRenderCamera();
virtual const char* GetScopeClassName() const { return "sdUIRenderCamera"; }
virtual void Update( renderView_t& viewDef );
private:
void CalcFov( renderView_t& viewDef ) const;
protected:
SD_UI_PROPERTY_TAG(
title = "Drawing/RenderCamera/CameraOrigin";
desc = "Light color.";
editor = "edit";
datatype = "vec3";
)
sdVec3Property cameraOrigin;
// ===========================================
SD_UI_PROPERTY_TAG(
title = "Drawing/RenderCamera/CameraRotation";
desc = "Camera rotation.";
editor = "edit";
datatype = "vec3";
)
sdVec3Property cameraRotation;
// ===========================================
SD_UI_PROPERTY_TAG(
title = "Drawing/RenderCamera/Fov";
desc = "Camera field of view.";
editor = "edit";
datatype = "float";
)
sdFloatProperty fov;
// ===========================================
SD_UI_PROPERTY_TAG(
title = "Drawing/RenderCamera/AspectRatio";
desc = "Camera aspect ratio.";
editor = "edit";
datatype = "float";
)
sdFloatProperty aspectRatio;
// ===========================================
SD_UI_PROPERTY_TAG(
title = "Drawing/RenderCamera/Active";
desc = "Camera is active.";
editor = "edit";
datatype = "float";
)
sdFloatProperty active;
// ===========================================
private:
};
class idCamera_MD5;
/*
============
sdUIRenderCamera_Animated
============
*/
class sdUIRenderCamera_Animated :
public sdUIRenderWorld_Child {
public:
SD_UI_DECLARE_CLASS( sdUIRenderCamera_Animated )
sdUIRenderCamera_Animated();
virtual ~sdUIRenderCamera_Animated();
virtual const char* GetScopeClassName() const { return "sdUIRenderCamera_Animated"; }
virtual void Update( renderView_t& viewDef );
private:
void OnCameraAnimChanged( const idStr& oldValue, const idStr& newValue );
void OnCameraOriginChanged( const idVec3& oldValue, const idVec3& newValue );
void OnCycleChanged( const float oldValue, const float newValue );
protected:
SD_UI_PROPERTY_TAG(
title = "Drawing/RenderCameraAnimated/CameraAnim";
desc = "Camera animation. Set to a md5camera model";
editor = "edit";
datatype = "string";
)
sdStringProperty cameraAnim;
// ===========================================
SD_UI_PROPERTY_TAG(
title = "Drawing/RenderCameraAnimated/Active";
desc = "Camera is active.";
editor = "edit";
datatype = "float";
)
sdFloatProperty active;
// ===========================================
SD_UI_PROPERTY_TAG(
title = "Drawing/RenderCameraAnimated/CameraOrigin";
desc = "Camera animation path will be translated by this vector.";
editor = "edit";
datatype = "vec3";
)
sdVec3Property cameraOrigin;
// ===========================================
sdFloatProperty cycle;
private:
idCamera_MD5 camera;
};
#endif // ! __GAME_GUIS_USERINTERFACERENDERWORLD_H__