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//========= Copyright 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 "tier2/camerautils.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IManipulator; class CPotteryWheelManip; class CBaseManipulator; class CTransformManipulator; 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 ApplySettings( KeyValues *inResourceData ); virtual void Init( int x, int y, int wide, int tall ); virtual void Paint();
virtual void OnKeyCodePressed ( vgui::KeyCode code ); virtual void OnKeyCodeReleased( vgui::KeyCode code ); virtual void OnMousePressed ( 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;
// Light probe
void SetLightProbe( CDmxElement *pLightProbe );
// Camera.
int GetCameraFOV( void ); void SetCameraFOV( float flFOV ); void SetCameraPositionAndAngles( const Vector &vecPos, const QAngle &angDir, bool syncManipulators = true ); 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();
private: // Inherited classes must implement this
virtual void OnPaint3D() = 0;
protected:
enum { MAX_LIGHT_COUNT = 4 }; struct LightInfo_t { LightDesc_t m_Desc; matrix3x4_t m_LightToWorld; };
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 ); IManipulator *m_pCurrentManip; int m_nManipStartX, m_nManipStartY; int m_nClickStartX, m_nClickStartY;
// Re-apply the manipulators on a new model
void ApplyManipulation();
// Synchronize the manipulators with the current transform
void SyncManipulation();
bool HasLightProbe() const; ITexture *GetLightProbeCubemap( bool bHDR ); void DrawGrid(); CMaterialReference m_Wireframe;
bool m_bRenderToTexture;
virtual void SetupRenderState( int nDisplayWidth, int nDisplayHeight );
private: void CreateDefaultLights(); void DestroyLights(); void ParseLightsFromKV( KeyValues *pLightsKV );
CMaterialReference m_LightProbeBackground; CMaterialReference m_LightProbeHDRBackground; CTextureReference m_LightProbeCubemap; CTextureReference m_LightProbeHDRCubemap;
Camera_t m_Camera; matrix3x4_t m_CameraPivot; int m_nLightCount; LightInfo_t m_Lights[MAX_LIGHT_COUNT]; Vector4D m_vecAmbientCube[6];
Color m_ClearColor; Vector m_vecCameraOffset; CTransformManipulator *m_pCameraRotate; CTransformManipulator *m_pCameraTranslate; CBaseManipulator *m_pCameraZoom; CPotteryWheelManip *m_pLightManip; vgui::MouseCode m_nCaptureMouseCode;
int m_xoffset, m_yoffset;
bool m_bHasLightProbe : 1;
CPanelAnimationVar( bool, m_bUseParentBG, "useparentbg", "0" ); };
#endif // SIMPLEPOTTERYWHEELPANEL_H
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