Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

140 lines
3.9 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#ifndef DMEDAGRENDERPANEL_H
#define DMEDAGRENDERPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "tier1/utlvector.h"
#include "matsys_controls/PotteryWheelPanel.h"
#include "datamodel/dmehandle.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class CDmeDag;
class CDmeModel;
class CDmeAnimationList;
class CDmeChannelsClip;
class CDmeSourceSkin;
class CDmeSourceAnimation;
class CDmeDCCMakefile;
class CDmeDrawSettings;
class vgui::MenuBar;
namespace vgui
{
class IScheme;
}
//-----------------------------------------------------------------------------
// Material Viewer Panel
//-----------------------------------------------------------------------------
class CDmeDagRenderPanel : public CPotteryWheelPanel
{
DECLARE_CLASS_SIMPLE( CDmeDagRenderPanel, CPotteryWheelPanel );
public:
// constructor, destructor
CDmeDagRenderPanel( vgui::Panel *pParent, const char *pName );
virtual ~CDmeDagRenderPanel();
// Overriden methods of vgui::Panel
virtual void PerformLayout();
virtual void Paint();
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
// Sets the current scene + animation list
void SetDmeElement( CDmeDag *pScene );
void SetAnimationList( CDmeAnimationList *pAnimationList );
void SetVertexAnimationList( CDmeAnimationList *pAnimationList );
void DrawJoints( bool bDrawJoint );
void DrawJointNames( bool bDrawJointNames );
void DrawGrid( bool bDrawGrid );
CDmeDag *GetDmeElement();
// Other methods which hook into DmePanel
void SetDmeElement( CDmeSourceSkin *pSkin );
void SetDmeElement( CDmeSourceAnimation *pAnimation );
void SetDmeElement( CDmeDCCMakefile *pDCCMakefile );
// Select animation by name
void SelectAnimation( const char *pAnimName );
void SelectVertexAnimation( const char *pAnimName );
private:
// Select animation by index
void SelectAnimation( int nIndex );
void SelectVertexAnimation( int nIndex );
// paint it!
void OnPaint3D();
void OnMouseDoublePressed( vgui::MouseCode code );
virtual void OnKeyCodePressed( vgui::KeyCode code );
MESSAGE_FUNC( OnSmoothShade, "SmoothShade" );
MESSAGE_FUNC( OnFlatShade, "FlatShade" );
MESSAGE_FUNC( OnWireframe, "Wireframe" );
MESSAGE_FUNC( OnBoundingBox, "BoundingBox" );
MESSAGE_FUNC( OnNormals, "Normals" );
MESSAGE_FUNC( OnWireframeOnShaded, "WireframeOnShaded" );
MESSAGE_FUNC( OnBackfaceCulling, "BackfaceCulling" );
MESSAGE_FUNC( OnXRay, "XRay" );
MESSAGE_FUNC( OnGrayShade, "GrayShade" );
MESSAGE_FUNC( OnFrame, "Frame" );
// Draw joint names
void DrawJointNames( CDmeDag *pRoot, CDmeDag *pDag, const matrix3x4_t& parentToWorld );
// Rebuilds the list of operators
void RebuildOperatorList();
// Update Menu Status
void UpdateMenu();
CTextureReference m_DefaultEnvCubemap;
CTextureReference m_DefaultHDREnvCubemap;
vgui::HFont m_hFont;
bool m_bDrawJointNames : 1;
bool m_bDrawJoints : 1;
bool m_bDrawGrid : 1;
CDmeHandle< CDmeAnimationList > m_hAnimationList;
CDmeHandle< CDmeAnimationList > m_hVertexAnimationList;
CDmeHandle< CDmeChannelsClip > m_hCurrentAnimation;
CDmeHandle< CDmeChannelsClip > m_hCurrentVertexAnimation;
CUtlVector< IDmeOperator* > m_operators;
float m_flStartTime;
CDmeHandle< CDmeDag > m_hDag;
CDmeDrawSettings *m_pDrawSettings;
CDmeHandle< CDmeDrawSettings, true > m_hDrawSettings;
vgui::MenuBar *m_pMenuBar;
// Menu item numbers
vgui::Menu *m_pShadingMenu;
int m_nMenuSmoothShade;
int m_nMenuFlatShade;
int m_nMenuWireframe;
int m_nMenuBoundingBox;
int m_nMenuNormals;
int m_nMenuWireframeOnShaded;
int m_nMenuBackfaceCulling;
int m_nMenuXRay;
int m_nMenuGrayShade;
};
#endif // DMEDAGRENDERPANEL_H