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//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef POTTERYWHEELPANEL_H
#define POTTERYWHEELPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "vgui_controls/EditablePanel.h"
#include "materialsystem/MaterialSystemUtil.h"
#include "mathlib/camera.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IManipulator; class CPotteryWheelManip; class CBaseManipulator; class CTransformManipulator; class CRotationManipulator; class CTranslationManipulator; class CZoomManipulator; class CDmxElement;
namespace vgui { class IScheme; }
//-----------------------------------------------------------------------------
// Pottery wheel Panel
//-----------------------------------------------------------------------------
class CPotteryWheelPanel : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CPotteryWheelPanel, vgui::EditablePanel );
public: // constructor, destructor
CPotteryWheelPanel( vgui::Panel *pParent, const char *pName ); virtual ~CPotteryWheelPanel();
// Overriden methods of vgui::Panel
virtual void Paint(); virtual void RenderCapture();
virtual void OnKeyCodePressed ( vgui::KeyCode code ); virtual void OnKeyCodeReleased( vgui::KeyCode code ); virtual void OnMousePressed ( vgui::MouseCode code ); virtual void OnMouseDoublePressed( vgui::MouseCode code ); virtual void OnMouseReleased( vgui::MouseCode code ); virtual void OnCursorMoved( int x, int y ); virtual void OnMouseWheeled( int delta ); virtual void OnTick();
virtual void OnMouseCaptureLost();
// Sets the camera to look at the the thing we're spinning around
void LookAt( const Vector &vecCenter, float flRadius ); void LookAt( float flRadius );
void ComputePanelPosition( const Vector &vecPosition, Vector2D *pPanelPos );
void SetBackgroundColor( int r, int g, int b ); void SetBackgroundColor( const Color& c ); const Color& GetBackgroundColor() const; void SetGridColor( int r, int g, int b );
// Light probe
void SetLightProbe( CDmxElement *pLightProbe );
// Simple light controls
void ClearDirectionalLights(); void AddDirectionalLight( const Color& color, const Vector& direction ); void UpdateDirectionalLight( int idx, const Color& color, const Vector& direction ); void SetLightAmbient( const Vector& ambient );
// Camera.
int GetCameraFOV( void ); void SetCameraFOV( float flFOV ); void SetCameraPositionAndAngles( const Vector &vecPos, const QAngle &angDir ); void GetCameraPositionAndAngles( Vector &vecPos, QAngle &angDir ); void SetCameraOffset( const Vector &vecOffset ); void GetCameraOffset( Vector &vecOffset ); void ResetCameraPivot( void ); void ComputeCameraTransform( matrix3x4_t *pWorldToCamera ); void UpdateCameraTransform(); virtual void ResetView();
// Allow the parent to be notified of mouse actions
void SetParentMouseNotify( bool bParentMouseNotify );
void EnableRenderingWithFlashlight( void *pvConfiguration ); void * GetRenderingWithFlashlightConfiguration() const { return m_pvRenderingWithFlashlightConfiguration; }
void SetSetupRenderStateDelayed( bool bDeferred ) { m_bSetupRenderStateDelayed = bDeferred; } void SetupRenderStateDelayed( ) { if ( m_bSetupRenderStateDelayed ) SetupRenderState( m_nRenderWidth, m_nRenderHeight ); }
void SetRender3DSupersampled( bool bSupersampled ) { m_bRender3DSupersampled = bSupersampled; }
protected: // Inherited classes must implement this
virtual void OnPaint3D() = 0; bool IsPaint3dForRenderCapture() const { return m_bInRender3dForRenderCapture; }
protected:
enum ManipulationMode_t { CAMERA_ROTATE, CAMERA_TRANSLATE, CAMERA_ZOOM, LIGHT_MODE, };
virtual void EnterManipulationMode( ManipulationMode_t manipMode, bool bMouseCapture = true, vgui::MouseCode mouseCode = vgui::MouseCode( -1 ) ); void Select(); void AcceptManipulation( bool bReleaseMouseCapture = true ); void CancelManipulation(); void EnableMouseCapture( bool enable, vgui::MouseCode code = vgui::MouseCode( -1 ) ); bool WarpMouse( int &x, int &y ); void CreateDefaultLights(); MaterialLightingState_t m_LightingState; matrix3x4_t m_LightToWorld[MATERIAL_MAX_LIGHT_COUNT];
IManipulator *m_pCurrentManip; int m_nManipStartX, m_nManipStartY;
bool HasLightProbe() const; ITexture *GetLightProbeCubemap( bool bHDR ); void DrawGrid();
IMaterial *GetWireframeMaterial();
Camera_t & GetCameraSettings() { return m_Camera; }
private: void SetupRenderState( int nDisplayWidth, int nDisplayHeight ); void DestroyLights();
CMaterialReference m_Wireframe; CMaterialReference m_LightProbeBackground; CMaterialReference m_LightProbeHDRBackground; CTextureReference m_LightProbeCubemap; CTextureReference m_LightProbeHDRCubemap;
Camera_t m_Camera; matrix3x4_t m_CameraPivot;
Color m_ClearColor; Color m_GridColor;
Vector m_vecCameraOffset; CRotationManipulator *m_pCameraRotate; CTranslationManipulator *m_pCameraTranslate; CZoomManipulator *m_pCameraZoom; CPotteryWheelManip *m_pLightManip; vgui::MouseCode m_nCaptureMouseCode;
int m_xoffset, m_yoffset;
bool m_bHasLightProbe : 1; bool m_bParentMouseNotify : 1; bool m_bSetupRenderStateDelayed : 1; bool m_bRender3DSupersampled : 1; bool m_bInRender3dForRenderCapture : 1; void * m_pvRenderingWithFlashlightConfiguration;
int m_nRenderWidth, m_nRenderHeight;
CPanelAnimationVar( bool, m_bUseParentBG, "useparentbg", "0" ); };
#endif // SIMPLEPOTTERYWHEELPANEL_H
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