//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= #include "vstdlib/random.h" #include "dme_controls/dmedageditpanel.h" #include "dme_controls/dmedagrenderpanel.h" #include "dme_controls/dmepanel.h" #include "vgui_controls/Button.h" #include "vgui_controls/Splitter.h" #include "vgui_controls/PropertySheet.h" #include "vgui_controls/PropertyPage.h" #include "vgui_controls/Label.h" #include "vgui_controls/ScrollBar.h" #include "vgui_controls/Slider.h" #include "vgui_controls/ScrollableEditablePanel.h" #include "vgui_controls/ListPanel.h" #include "vgui_controls/Image.h" #include "vgui_controls/TextImage.h" #include "vgui/isurface.h" #include "vgui/ischeme.h" #include "vgui/iinput.h" #include "vgui/ivgui.h" #include "vgui/cursor.h" #include "movieobjects/dmemakefile.h" #include "movieobjects/dmemdlmakefile.h" #include "movieobjects/dmedccmakefile.h" #include "movieobjects/dmedag.h" #include "movieobjects/dmeclip.h" #include "movieobjects/dmeanimationlist.h" #include "movieobjects/dmecombinationoperator.h" #include "movieobjects/dmeanimationset.h" #include "movieobjects/dmeflexrules.h" #include "tier1/keyvalues.h" #include "materialsystem/imesh.h" #include "dme_controls/BaseAnimationSetEditor.h" #include "dme_controls/BaseAnimationSetEditorController.h" #include "dme_controls/BaseAnimSetAttributeSliderPanel.h" //----------------------------------------------------------------------------- // // Hook into the dme panel editor system // //----------------------------------------------------------------------------- IMPLEMENT_DMEPANEL_FACTORY( CDmeDagEditPanel, DmeDag, "DmeDagPreview2", "DmeDag Previewer 2", false ); IMPLEMENT_DMEPANEL_FACTORY( CDmeDagEditPanel, DmeSourceSkin, "DmeSourceSkinPreview2", "MDL Skin Previewer 2", false ); IMPLEMENT_DMEPANEL_FACTORY( CDmeDagEditPanel, DmeSourceAnimation, "DmeSourceAnimationPreview2", "MDL Animation Previewer 2", false ); IMPLEMENT_DMEPANEL_FACTORY( CDmeDagEditPanel, DmeDCCMakefile, "DmeMakeFileOutputPreview2", "DCC MakeFile Output Previewer 2", false ); //----------------------------------------------------------------------------- // Slider panel //----------------------------------------------------------------------------- class CDmeAnimationListPanel : public vgui::EditablePanel { DECLARE_CLASS_SIMPLE( CDmeAnimationListPanel, vgui::EditablePanel ); public: // constructor, destructor CDmeAnimationListPanel( vgui::Panel *pParent, const char *pName ); virtual ~CDmeAnimationListPanel(); void SetAnimationList( CDmeAnimationList *pList ); void RefreshAnimationList(); const char *GetSelectedAnimation() const; private: // Called when the selection changes moves MESSAGE_FUNC( OnItemSelected, "ItemSelected" ); MESSAGE_FUNC( OnItemDeselected, "ItemDeselected" ); vgui::ListPanel *m_pAnimationList; CDmeHandle< CDmeAnimationList > m_hAnimationList; }; static int __cdecl AnimationNameSortFunc( vgui::ListPanel *pPanel, const vgui::ListPanelItem &item1, const vgui::ListPanelItem &item2 ) { const char *string1 = item1.kv->GetString("name"); const char *string2 = item2.kv->GetString("name"); return Q_stricmp( string1, string2 ); } //----------------------------------------------------------------------------- // constructor, destructor //----------------------------------------------------------------------------- CDmeAnimationListPanel::CDmeAnimationListPanel( vgui::Panel *pParent, const char *pName ) : BaseClass( pParent, pName ) { m_pAnimationList = new vgui::ListPanel( this, "AnimationList" ); m_pAnimationList->AddColumnHeader( 0, "name", "name", 100, 0 ); m_pAnimationList->AddActionSignalTarget( this ); m_pAnimationList->SetSortFunc( 0, AnimationNameSortFunc ); m_pAnimationList->SetSortColumn( 0 ); m_pAnimationList->SetEmptyListText("No animations"); m_pAnimationList->SetMultiselectEnabled( false ); LoadControlSettingsAndUserConfig( "resource/dmeanimationlistpanel.res" ); } CDmeAnimationListPanel::~CDmeAnimationListPanel() { } //----------------------------------------------------------------------------- // Sets the combination operator //----------------------------------------------------------------------------- void CDmeAnimationListPanel::SetAnimationList( CDmeAnimationList *pList ) { if ( pList != m_hAnimationList.Get() ) { m_hAnimationList = pList; RefreshAnimationList(); } } //----------------------------------------------------------------------------- // Builds the list of animations //----------------------------------------------------------------------------- void CDmeAnimationListPanel::RefreshAnimationList() { m_pAnimationList->RemoveAll(); if ( !m_hAnimationList.Get() ) return; int nCount = m_hAnimationList->GetAnimationCount(); for ( int i = 0; i < nCount; ++i ) { CDmeChannelsClip *pAnimation = m_hAnimationList->GetAnimation( i ); KeyValues *pItemKeys = new KeyValues( "node", "name", pAnimation->GetName() ); m_pAnimationList->AddItem( pItemKeys, 0, false, false ); } m_pAnimationList->SortList(); } //----------------------------------------------------------------------------- // Returns the selected animation //----------------------------------------------------------------------------- const char *CDmeAnimationListPanel::GetSelectedAnimation() const { if ( m_pAnimationList->GetSelectedItemsCount() == 0 ) return ""; int nIndex = m_pAnimationList->GetSelectedItem( 0 ); KeyValues *pItemKeyValues = m_pAnimationList->GetItem( nIndex ); return pItemKeyValues->GetString( "name" ); } //----------------------------------------------------------------------------- // Called when an animation is selected or deselected //----------------------------------------------------------------------------- void CDmeAnimationListPanel::OnItemSelected( ) { const char *pAnimationName = GetSelectedAnimation(); PostActionSignal( new KeyValues( "AnimationSelected", "animationName", pAnimationName ) ); } void CDmeAnimationListPanel::OnItemDeselected( ) { PostActionSignal( new KeyValues( "AnimationDeselected" ) ); } class CCombinationOperatorControl : public CBaseAnimationSetControl { public: CCombinationOperatorControl() {} virtual void ChangeAnimationSetClip( CDmeFilmClip *pFilmClip ) { RebuildControlList( m_FullControlList, pFilmClip ); CBaseAnimationSetControl::ChangeAnimationSetClip( pFilmClip ); } virtual void OnControlsAddedOrRemoved() { RemoveNullControls( m_FullControlList ); AddMissingControls( m_FullControlList, m_hFilmClip ); CBaseAnimationSetControl::OnControlsAddedOrRemoved(); } protected: virtual SelectionInfo_t *FindSelectionInfoForControl( const CDmElement *pControl ) { return ::FindSelectionInfoForControl( m_FullControlList, pControl ); } CUtlVector< SelectionInfo_t* > m_FullControlList; }; class CDmeCombinationOperatorPanel : public CBaseAnimationSetEditor { DECLARE_CLASS_SIMPLE( CDmeCombinationOperatorPanel, CBaseAnimationSetEditor ); public: CDmeCombinationOperatorPanel( vgui::Panel *parent, const char *panelName, CBaseAnimationSetControl *pAnimationSetController ); virtual ~CDmeCombinationOperatorPanel(); virtual void OnTick(); void SetCombinationOperator( CDmeCombinationOperator *pOp ); void RefreshCombinationOperator(); private: void CreateFakeAnimationSet( ); void DestroyFakeAnimationSet( ); // Adds new controls to the animation set void AddNewAnimationSetControls(); // Removes a controls from all presets void RemoveAnimationControlFromPresets( const char *pControlName ); // Removes controls from the animation set that aren't used void RemoveUnusedAnimationSetControls(); // Modify controls in the presets which have had stereo settings changed void ModifyExistingAnimationSetControls(); // Modify controls in the presets which have had stereo settings changed void ModifyExistingAnimationSetPresets( CDmElement *pControlElement ); // Modify controls which have had stereo settings changed void ModifyExistingAnimationSetControl( CDmElement *pControlElement ); void RefreshAnimationSet(); // Sort control names to match the combination controls void SortAnimationSetControls(); CDmeHandle< CDmeCombinationOperator > m_hCombinationOperator; CUtlVector< IDmeOperator * > m_operatorList; }; //----------------------------------------------------------------------------- // Constructor/destructor //----------------------------------------------------------------------------- CDmeCombinationOperatorPanel::CDmeCombinationOperatorPanel( vgui::Panel *parent, const char *panelName, CBaseAnimationSetControl *pAnimationSetController ) : BaseClass( parent, panelName, pAnimationSetController ) { CreateFakeAnimationSet(); vgui::ivgui()->AddTickSignal( GetVPanel(), 0 ); } CDmeCombinationOperatorPanel::~CDmeCombinationOperatorPanel() { DestroyFakeAnimationSet(); } //----------------------------------------------------------------------------- // Create, destroy fake animation sets //----------------------------------------------------------------------------- void CDmeCombinationOperatorPanel::CreateFakeAnimationSet() { CDmeFilmClip *pFilmClip = CreateElement< CDmeFilmClip >( "fakeFilmClip", DMFILEID_INVALID ); CDmeAnimationSet *pAnimSet = CreateElement< CDmeAnimationSet >( "fakeAnimSet", DMFILEID_INVALID ); pAnimSet->SetValue( "gameModel", DMELEMENT_HANDLE_INVALID ); pFilmClip->GetAnimationSets().AddToTail( pAnimSet ); g_pDataModel->DontAutoDelete( pFilmClip->GetHandle() ); ChangeAnimationSetClip( pFilmClip ); } void CDmeCombinationOperatorPanel::DestroyFakeAnimationSet( ) { DestroyElement( m_pController->GetAnimationSetClip(), TD_DEEP ); } //----------------------------------------------------------------------------- // Sets combination ops + animation sets //----------------------------------------------------------------------------- void CDmeCombinationOperatorPanel::SetCombinationOperator( CDmeCombinationOperator *pOp ) { // The Animation Set Editor Doesn't Handle Passing The Same Animation Set With // Different Data In It Very Well DestroyFakeAnimationSet(); CreateFakeAnimationSet(); m_operatorList.RemoveAll(); if ( pOp != m_hCombinationOperator.Get() ) { m_hCombinationOperator = pOp; m_operatorList.AddToTail( m_hCombinationOperator ); for ( int i = 0; i < pOp->GetOperationTargetCount(); ++i ) { CDmeFlexRules *pDmeFlexRules = CastElement< CDmeFlexRules >( pOp->GetOperationTarget( i ) ); if ( !pDmeFlexRules ) continue; m_operatorList.AddToTail( pDmeFlexRules ); for ( int j = 0; j < pDmeFlexRules->GetRuleCount(); ++j ) { CDmeFlexRuleBase *pDmeFlexRule = pDmeFlexRules->GetRule( j ); if ( !pDmeFlexRule ) continue; m_operatorList.AddToTail( pDmeFlexRule ); } } RefreshCombinationOperator(); } } //----------------------------------------------------------------------------- // Removes a controls from all presets //----------------------------------------------------------------------------- void CDmeCombinationOperatorPanel::RemoveAnimationControlFromPresets( const char *pControlName ) { // TODO - we should be storing which animationset an item is associated with CAnimSetGroupAnimSetTraversal traversal( m_pController->GetAnimationSetClip() ); CDmeAnimationSet *pAnimationSet = traversal.Next(); Assert( !traversal.IsValid() ); CDmrElementArray< CDmePresetGroup > presetGroupList = pAnimationSet->GetPresetGroups(); int nPresetGroupCount = presetGroupList.Count(); for ( int i = 0; i < nPresetGroupCount; ++i ) { CDmePresetGroup *pPresetGroup = presetGroupList[ i ]; CDmrElementArray< CDmePreset > presetList = pPresetGroup->GetPresets(); int nPresetCount = presetList.Count(); for ( int j = 0; j < nPresetCount; ++j ) { CDmePreset *pPreset = presetList[ j ]; CDmrElementArray<> controlValues = pPreset->GetControlValues(); int nControlCount = controlValues.Count(); for ( int k = 0; k < nControlCount; ++k ) { CDmElement *v = controlValues[ k ]; if ( !Q_stricmp( v->GetName(), pControlName ) ) { controlValues.FastRemove( k ); break; } } } } } //----------------------------------------------------------------------------- // Removes controls from the animation set that aren't used //----------------------------------------------------------------------------- void CDmeCombinationOperatorPanel::RemoveUnusedAnimationSetControls() { // TODO - we should be storing which animationset an item is associated with CAnimSetGroupAnimSetTraversal traversal( m_pController->GetAnimationSetClip() ); CDmeAnimationSet *pAnimationSet = traversal.Next(); Assert( !traversal.IsValid() ); CDmrElementArray< > controls = pAnimationSet->GetControls(); // Remove all controls in the animation set and in presets that don't exist in the combination system int nAnimSetCount = controls.Count(); for ( int i = nAnimSetCount; --i >= 0; ) { CDmElement *pControlElement = controls[i]; if ( !pControlElement ) continue; // Don't do any of this work for transforms if ( IsTransformControl( pControlElement ) ) continue; const char *pControlName = pControlElement->GetName(); // Look for a match if ( FindComboOpControlIndexForAnimSetControl( m_hCombinationOperator, pControlName ) >= 0 ) continue; // No match, blow the control away. RemoveAnimationControlFromPresets( pControlName ); pAnimationSet->RemoveControlFromGroups( pControlName ); controls.FastRemove( i ); } } //----------------------------------------------------------------------------- // Modify controls in the presets which have had stereo settings changed //----------------------------------------------------------------------------- void CDmeCombinationOperatorPanel::ModifyExistingAnimationSetControl( CDmElement *pControlElement ) { const char *pControlName = pControlElement->GetName(); // Look for a match bool bIsMultiControl; ControlIndex_t nControlIndex = FindComboOpControlIndexForAnimSetControl( m_hCombinationOperator, pControlName, &bIsMultiControl ); Assert( nControlIndex >= 0 ); float flDefaultValue = m_hCombinationOperator->GetControlDefaultValue( nControlIndex ); if ( bIsMultiControl ) { // multi control can't (currently) be stereo, and so it either exists or it doesn't... pControlElement->SetValue< float >( "value", m_hCombinationOperator->GetMultiControlLevel( nControlIndex ) ); pControlElement->SetValue( "defaultValue", 0.5f ); } else { bool bIsStereoControl = m_hCombinationOperator->IsStereoControl( nControlIndex ); bool bIsAnimControlStereo = IsStereoControl( pControlElement ); if ( bIsAnimControlStereo != bIsStereoControl ) { if ( !bIsStereoControl ) { float flValue = m_hCombinationOperator->GetControlValue( nControlIndex ); pControlElement->SetValue< float >( "value", flValue ); pControlElement->RemoveAttribute( "leftValue" ); pControlElement->RemoveAttribute( "rightValue" ); } else { const Vector2D &value = m_hCombinationOperator->GetStereoControlValue( nControlIndex ); pControlElement->SetValue< float >( "leftValue", value.x ); pControlElement->SetValue< float >( "rightValue", value.y ); pControlElement->RemoveAttribute( "value" ); } } pControlElement->SetValue( "defaultValue", flDefaultValue ); } } //----------------------------------------------------------------------------- // Modify controls in the presets which have had stereo settings changed //----------------------------------------------------------------------------- void CDmeCombinationOperatorPanel::ModifyExistingAnimationSetPresets( CDmElement *pControlElement ) { const char *pControlName = pControlElement->GetName(); // TODO - we should be storing which animationset an item is associated with CAnimSetGroupAnimSetTraversal traversal( m_pController->GetAnimationSetClip() ); CDmeAnimationSet *pAnimationSet = traversal.Next(); Assert( !traversal.IsValid() ); const CDmrElementArray< CDmePresetGroup > &presetGroupList = pAnimationSet->GetPresetGroups(); int nPresetGroupCount = presetGroupList.Count(); for ( int g = 0; g < nPresetGroupCount; ++g ) { CDmePresetGroup *pPresetGroup = presetGroupList[ g ]; const CDmrElementArray< CDmePreset > &presetList = pPresetGroup->GetPresets(); int nPresetCount = presetList.Count(); for ( int i = 0; i < nPresetCount; ++i ) { CDmePreset *pPreset = presetList[ i ]; Assert( !pPreset->IsAnimated() ); // deal with this after GDC if ( pPreset->IsAnimated() ) continue; const CDmrElementArray< CDmElement > &controlValues = pPreset->GetControlValues( ); int nControlCount = controlValues.Count(); for ( int j = 0; j < nControlCount; ++j ) { CDmElement *v = controlValues[ j ]; if ( Q_stricmp( v->GetName(), pControlName ) ) continue; bool bIsAnimControlStereo = IsStereoControl( pControlElement ); if ( bIsAnimControlStereo ) { float flValue = v->GetValue< float >( "value" ); v->RemoveAttribute( "value" ); v->InitValue( "leftValue", flValue ); v->InitValue( "rightValue", flValue ); } else { float flLeftValue = v->GetValue< float >( "leftValue" ); float flRightValue = v->GetValue< float >( "rightValue" ); v->RemoveAttribute( "leftValue" ); v->RemoveAttribute( "rightValue" ); v->InitValue( "value", MAX( flLeftValue, flRightValue ) ); // TODO - should this be max or average? } } } } } //----------------------------------------------------------------------------- // Modify controls which have had stereo settings changed //----------------------------------------------------------------------------- void CDmeCombinationOperatorPanel::ModifyExistingAnimationSetControls() { // TODO - we should be storing which animationset an item is associated with CAnimSetGroupAnimSetTraversal traversal( m_pController->GetAnimationSetClip() ); CDmeAnimationSet *pAnimationSet = traversal.Next(); Assert( !traversal.IsValid() ); const CDmrElementArray< CDmElement > &controls = pAnimationSet->GetControls(); // Update the main controls; update defaults and add or remove combo + multi data int nAnimSetCount = controls.Count(); for ( int i = nAnimSetCount; --i >= 0; ) { CDmElement *pControlElement = controls[i]; if ( !pControlElement ) continue; // Don't do any of this work for transforms if ( IsTransformControl( pControlElement ) ) continue; ModifyExistingAnimationSetControl( pControlElement ); ModifyExistingAnimationSetPresets( pControlElement ); } } //----------------------------------------------------------------------------- // Adds new controls to the animation set //----------------------------------------------------------------------------- void CDmeCombinationOperatorPanel::AddNewAnimationSetControls() { if ( !m_hCombinationOperator.Get() ) return; // TODO - we should be storing which animationset an item is associated with CAnimSetGroupAnimSetTraversal traversal( m_pController->GetAnimationSetClip() ); CDmeAnimationSet *pAnimationSet = traversal.Next(); Assert( !traversal.IsValid() ); CDmaElementArray< > &controls = pAnimationSet->GetControls(); // Remove all controls in the animation set and in presets that don't exist in the combination system int nFirstControl = controls.Count(); int nCombinationControlCount = m_hCombinationOperator->GetControlCount(); int iCurrentAnimSetControl = 0; for ( int i = 0; i < nCombinationControlCount; ++i, ++iCurrentAnimSetControl ) { const char *pControlName = m_hCombinationOperator->GetControlName( i ); if ( !pAnimationSet->FindControl( pControlName ) ) { bool bIsStereoControl = m_hCombinationOperator->IsStereoControl( i ); float flDefaultValue = m_hCombinationOperator->GetControlDefaultValue( i ); // Add the control to the controls group CDmElement *pControl = CreateElement< CDmElement >( pControlName, pAnimationSet->GetFileId() ); Assert( pControl ); controls.InsertBefore( iCurrentAnimSetControl, pControl ); if ( bIsStereoControl ) { const Vector2D &value = m_hCombinationOperator->GetStereoControlValue(i); pControl->SetValue( "leftValue", value.x ); pControl->SetValue( "rightValue", value.y ); } else { pControl->SetValue( "value", m_hCombinationOperator->GetControlValue(i) ); } pControl->SetValue( "defaultValue", flDefaultValue ); } bool bIsMultiControl = m_hCombinationOperator->IsMultiControl( i ); if ( bIsMultiControl ) { ++iCurrentAnimSetControl; char pMultiControlName[ 256 ]; V_snprintf( pMultiControlName, sizeof( pMultiControlName ), MULTI_CONTROL_FORMAT_STRING, pControlName ); if ( !pAnimationSet->FindControl( pMultiControlName ) ) { CDmElement *pMultiControl = CreateElement< CDmElement >( pMultiControlName, pAnimationSet->GetFileId() ); Assert( pMultiControl ); controls.InsertBefore( iCurrentAnimSetControl, pMultiControl ); pMultiControl->SetValue( "value", m_hCombinationOperator->GetMultiControlLevel( i ) ); pMultiControl->SetValue( "defaultValue", 0.5f ); } } } int nLastControl = controls.Count(); if ( nLastControl == nFirstControl ) return; // Add new controls to the root group CDmElement *pGroup = pAnimationSet->FindOrAddControlGroup( NULL, "Root" ); // Fill in members CDmrElementArray<> groups( pGroup, "controls" ); for ( int i = nFirstControl; i < nLastControl; ++i ) { groups.AddToTail( controls[ i ] ); } } //----------------------------------------------------------------------------- // Sort control names to match the combination controls //----------------------------------------------------------------------------- void CDmeCombinationOperatorPanel::SortAnimationSetControls() { // TODO - we should be storing which animationset an item is associated with CAnimSetGroupAnimSetTraversal traversal( m_pController->GetAnimationSetClip() ); CDmeAnimationSet *pAnimSet = traversal.Next(); Assert( !traversal.IsValid() ); // TODO: Figure out why this isn't called on load pAnimSet->OnElementUnserialized(); CDmaElementArray<> &controls = pAnimSet->GetControls(); int nControlCount = controls.Count(); if ( nControlCount == 0 ) return; int nCombinationControlCount = m_hCombinationOperator->GetControlCount(); DmElementHandle_t *pElements = (DmElementHandle_t*)_alloca( nControlCount * sizeof(DmElementHandle_t) ); int iCurrentControlIndex = 0; for ( int i = 0; i < nCombinationControlCount; ++i ) { const char *pControlName = m_hCombinationOperator->GetControlName( i ); CDmElement *pControl = pAnimSet->FindControl( pControlName ); pElements[iCurrentControlIndex++] = pControl->GetHandle(); if ( m_hCombinationOperator->IsMultiControl( i ) ) { char pMultiControlName[ 256 ]; V_snprintf( pMultiControlName, sizeof( pMultiControlName ), MULTI_CONTROL_FORMAT_STRING, pControlName ); CDmElement *pMultiControl = pAnimSet->FindControl( pMultiControlName ); pElements[iCurrentControlIndex++] = pMultiControl->GetHandle(); } } Assert( nControlCount == iCurrentControlIndex ); controls.SetMultiple( 0, nControlCount, pElements ); } //----------------------------------------------------------------------------- // Called when the animation set has to be made to match the combination operator //----------------------------------------------------------------------------- void CDmeCombinationOperatorPanel::RefreshAnimationSet() { if ( !m_pController->GetAnimationSetClip() ) return; CDisableUndoScopeGuard sg; // Remove all controls in the animation set and in presets that don't exist in the combination system RemoveUnusedAnimationSetControls(); // Modify controls in the presets which have had stereo settings changed ModifyExistingAnimationSetControls(); // Add all controls not in the animation set but which do exist in the combination system AddNewAnimationSetControls(); // Sort control names to match the combination controls SortAnimationSetControls(); } void CDmeCombinationOperatorPanel::RefreshCombinationOperator() { RefreshAnimationSet(); ChangeAnimationSetClip( m_pController->GetAnimationSetClip() ); } //----------------------------------------------------------------------------- // Simulate //----------------------------------------------------------------------------- void CDmeCombinationOperatorPanel::OnTick() { BaseClass::OnTick(); if ( m_hCombinationOperator ) { { CDisableUndoScopeGuard sg; int nCombinationControlCount = m_hCombinationOperator->GetControlCount(); int iCurrentControlIndex = 0; for ( int i = 0; i < nCombinationControlCount; ++i ) { AttributeValue_t value; if ( GetAttributeSlider()->GetSliderValues( &value, iCurrentControlIndex++ ) ) { if ( m_hCombinationOperator->IsStereoControl( i ) ) { m_hCombinationOperator->SetControlValue( i, value.m_pValue[ANIM_CONTROL_VALUE_LEFT], value.m_pValue[ANIM_CONTROL_VALUE_RIGHT] ); } else { m_hCombinationOperator->SetControlValue( i, value.m_pValue[ANIM_CONTROL_VALUE] ); } } if ( m_hCombinationOperator->IsMultiControl( i ) ) { AttributeValue_t multiValue; if ( GetAttributeSlider()->GetSliderValues( &multiValue, iCurrentControlIndex++ ) ) { m_hCombinationOperator->SetMultiControlLevel( i, multiValue.m_pValue[ANIM_CONTROL_VALUE] ); } } } } if ( m_operatorList.Count() ) { CDisableUndoScopeGuard guard; g_pDmElementFramework->SetOperators( m_operatorList ); g_pDmElementFramework->Operate( true ); } else { // FIXME: Shouldn't this happen at the application level? // run the machinery - apply, resolve, dependencies, operate, resolve CUtlVector< IDmeOperator* > operators; operators.AddToTail( m_hCombinationOperator ); CDisableUndoScopeGuard guard; g_pDmElementFramework->SetOperators( operators ); g_pDmElementFramework->Operate( true ); } } // allow elements and attributes to be edited again g_pDmElementFramework->BeginEdit(); } //----------------------------------------------------------------------------- // Constructor, destructor //----------------------------------------------------------------------------- CDmeDagEditPanel::CDmeDagEditPanel( vgui::Panel *pParent, const char *pName ) : BaseClass( pParent, pName ) { m_pPropertiesSplitter = new vgui::Splitter( this, "PropertiesSplitter", vgui::SPLITTER_MODE_VERTICAL, 1 ); vgui::Panel *pSplitterLeftSide = m_pPropertiesSplitter->GetChild( 0 ); vgui::Panel *pSplitterRightSide = m_pPropertiesSplitter->GetChild( 1 ); m_pDagRenderPanel = new CDmeDagRenderPanel( pSplitterRightSide, "DagRenderPanel" ); m_pEditorSheet = new vgui::PropertySheet( pSplitterLeftSide, "EditorSheet" ); m_pEditorSheet->AddActionSignalTarget( this ); m_pAnimationPage = new vgui::PropertyPage( m_pEditorSheet, "AnimationPage" ); m_pCombinationPage = new vgui::PropertyPage( m_pEditorSheet, "AnimationSetEditor" ); m_pVertexAnimationPage = new vgui::PropertyPage( m_pEditorSheet, "VertexAnimationPage" ); CCombinationOperatorControl *pAnimationSetController = new CCombinationOperatorControl(); m_pCombinationPanel = new CDmeCombinationOperatorPanel( m_pCombinationPage, "AnimationSetEditorPanel", pAnimationSetController ); m_pCombinationPanel->CreateToolsSubPanels(); m_pAnimationListPanel = new CDmeAnimationListPanel( m_pAnimationPage, "AnimationListPanel" ); m_pAnimationListPanel->AddActionSignalTarget( this ); m_pVertexAnimationListPanel = new CDmeAnimationListPanel( m_pVertexAnimationPage, "VertexAnimationListPanel" ); m_pVertexAnimationListPanel->AddActionSignalTarget( this ); m_pCombinationPage->LoadControlSettingsAndUserConfig( "resource/dmedageditpanel_animationseteditorpage.res" ); m_pAnimationPage->LoadControlSettingsAndUserConfig( "resource/dmedageditpanel_animationpage.res" ); m_pVertexAnimationPage->LoadControlSettingsAndUserConfig( "resource/dmedageditpanel_vertexanimationpage.res" ); // Load layout settings; has to happen before pinning occurs in code LoadControlSettingsAndUserConfig( "resource/dmedageditpanel.res" ); // NOTE: Page adding happens *after* LoadControlSettingsAndUserConfig // because the layout of the sheet is correct at this point. m_pEditorSheet->AddPage( m_pAnimationPage, "Animation" ); m_pEditorSheet->AddPage( m_pCombinationPage, "Combination" ); m_pEditorSheet->AddPage( m_pVertexAnimationPage, "Vertex Animation" ); m_pEditorSheet->SetActivePage( m_pCombinationPage ); } CDmeDagEditPanel::~CDmeDagEditPanel() { } //----------------------------------------------------------------------------- // Set the scene //----------------------------------------------------------------------------- void CDmeDagEditPanel::SetDmeElement( CDmeDag *pScene ) { m_pDagRenderPanel->SetDmeElement( pScene ); } //----------------------------------------------------------------------------- // Sets up the various panels in the dag editor //----------------------------------------------------------------------------- void CDmeDagEditPanel::SetMakefileRootElement( CDmElement *pRoot ) { CDmeAnimationList *pAnimationList = pRoot->GetValueElement< CDmeAnimationList >( "animationList" ); SetAnimationList( pAnimationList ); CDmeAnimationList *pVertexAnimationList = pRoot->GetValueElement< CDmeAnimationList >( "vertexAnimationList" ); SetVertexAnimationList( pVertexAnimationList ); CDmeCombinationOperator *pComboOp = pRoot->GetValueElement< CDmeCombinationOperator >( "combinationOperator" ); SetCombinationOperator( pComboOp ); } //----------------------------------------------------------------------------- // Other methods which hook into DmePanel //----------------------------------------------------------------------------- void CDmeDagEditPanel::SetDmeElement( CDmeSourceSkin *pSkin ) { m_pDagRenderPanel->SetDmeElement( pSkin ); // First, try to grab the dependent makefile CDmeMakefile *pSourceMakefile = pSkin->GetDependentMakefile(); if ( !pSourceMakefile ) return; // Next, try to grab the output of that makefile CDmElement *pOutput = pSourceMakefile->GetOutputElement( true ); if ( !pOutput ) return; SetMakefileRootElement( pOutput ); } void CDmeDagEditPanel::SetDmeElement( CDmeSourceAnimation *pAnimation ) { m_pDagRenderPanel->SetDmeElement( pAnimation ); // First, try to grab the dependent makefile CDmeMakefile *pSourceMakefile = pAnimation->GetDependentMakefile(); if ( !pSourceMakefile ) return; // Next, try to grab the output of that makefile CDmElement *pOutput = pSourceMakefile->GetOutputElement( true ); if ( !pOutput ) return; SetMakefileRootElement( pOutput ); // if ( pAnimationList->FindAnimation( pAnimation->m_SourceAnimationName ) < 0 ) // return; } void CDmeDagEditPanel::SetDmeElement( CDmeDCCMakefile *pDCCMakefile ) { m_pDagRenderPanel->SetDmeElement( pDCCMakefile ); // First, try to grab the dependent makefile CDmElement *pOutput = pDCCMakefile->GetOutputElement( true ); if ( !pOutput ) return; SetMakefileRootElement( pOutput ); } CDmeDag *CDmeDagEditPanel::GetDmeElement() { return m_pDagRenderPanel->GetDmeElement(); } //----------------------------------------------------------------------------- // paint it! //----------------------------------------------------------------------------- void CDmeDagEditPanel::Paint() { BaseClass::Paint(); } //----------------------------------------------------------------------------- // Sets animation //----------------------------------------------------------------------------- void CDmeDagEditPanel::SetAnimationList( CDmeAnimationList *pAnimationList ) { m_pDagRenderPanel->SetAnimationList( pAnimationList ); m_pDagRenderPanel->SelectAnimation( "" ); m_pAnimationListPanel->SetAnimationList( pAnimationList ); } void CDmeDagEditPanel::SetVertexAnimationList( CDmeAnimationList *pAnimationList ) { m_pDagRenderPanel->SetVertexAnimationList( pAnimationList ); m_pDagRenderPanel->SelectVertexAnimation( "" ); m_pVertexAnimationListPanel->SetAnimationList( pAnimationList ); } void CDmeDagEditPanel::SetCombinationOperator( CDmeCombinationOperator *pComboOp ) { m_pCombinationPanel->SetCombinationOperator( pComboOp ); } void CDmeDagEditPanel::RefreshCombinationOperator() { m_pCombinationPanel->RefreshCombinationOperator(); } //----------------------------------------------------------------------------- // Called when the page changes //----------------------------------------------------------------------------- void CDmeDagEditPanel::OnPageChanged( ) { if ( m_pEditorSheet->GetActivePage() == m_pCombinationPage ) { m_pDagRenderPanel->SelectAnimation( "" ); m_pDagRenderPanel->SelectVertexAnimation( "" ); return; } if ( m_pEditorSheet->GetActivePage() == m_pAnimationPage ) { m_pDagRenderPanel->SelectAnimation( m_pAnimationListPanel->GetSelectedAnimation() ); m_pDagRenderPanel->SelectVertexAnimation( "" ); return; } if ( m_pEditorSheet->GetActivePage() == m_pVertexAnimationPage ) { m_pDagRenderPanel->SelectAnimation( "" ); m_pDagRenderPanel->SelectVertexAnimation( m_pVertexAnimationListPanel->GetSelectedAnimation() ); return; } } //----------------------------------------------------------------------------- // Called when new animations are selected //----------------------------------------------------------------------------- void CDmeDagEditPanel::OnAnimationSelected( KeyValues *pKeyValues ) { vgui::Panel *pPanel = (vgui::Panel *)pKeyValues->GetPtr( "panel", NULL ); const char *pAnimationName = pKeyValues->GetString( "animationName", "" ); if ( pPanel == m_pAnimationListPanel ) { m_pDagRenderPanel->SelectAnimation( pAnimationName ); return; } if ( pPanel == m_pVertexAnimationListPanel ) { m_pDagRenderPanel->SelectVertexAnimation( pAnimationName ); return; } } void CDmeDagEditPanel::OnAnimationDeselected( KeyValues *pKeyValues ) { vgui::Panel *pPanel = (vgui::Panel *)pKeyValues->GetPtr( "panel", NULL ); if ( pPanel == m_pAnimationListPanel ) { m_pDagRenderPanel->SelectAnimation( "" ); return; } if ( pPanel == m_pVertexAnimationListPanel ) { m_pDagRenderPanel->SelectVertexAnimation( "" ); return; } }