Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "stdafx.h"
#include "hammer.h"
#include "TextureBar.h"
#include "ControlBarIDs.h"
#include "StockSolids.h"
#include "MainFrm.h"
#include "MapDoc.h"
#include "GlobalFunctions.h"
#include "History.h"
#include "IEditorTexture.h"
#include "Options.h"
#include "ReplaceTexDlg.h"
#include "TextureBrowser.h"
#include "TextureSystem.h"
#include "Selection.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
BEGIN_MESSAGE_MAP(CTextureBar, CHammerBar)
ON_CBN_SELCHANGE(IDC_TEXTURES, OnSelChangeTexture)
ON_UPDATE_COMMAND_UI(IDC_TEXTURES, UpdateControl)
ON_CBN_SELCHANGE(IDC_TEXTUREGROUPS, OnChangeTextureGroup)
ON_UPDATE_COMMAND_UI(IDC_TEXTUREGROUPS, UpdateControl)
ON_BN_CLICKED(IDC_BROWSE, OnBrowse)
ON_UPDATE_COMMAND_UI(IDC_BROWSE, UpdateControl)
ON_BN_CLICKED(IDC_REPLACE, OnReplace)
ON_UPDATE_COMMAND_UI(IDC_REPLACE, UpdateControl)
ON_WM_WINDOWPOSCHANGED()
END_MESSAGE_MAP()
static char szDefaultTexture[128];
static char szNullTexture[128] = {"editor/obsolete"};
//-----------------------------------------------------------------------------
// Purpose:
// Output : LPCTSTR
//-----------------------------------------------------------------------------
void SetDefaultTextureName( const char *szTexName )
{
int length = strlen( szTexName );
Assert( length < 128 );
strcpy( szDefaultTexture, szTexName );
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : LPCTSTR
//-----------------------------------------------------------------------------
LPCTSTR GetDefaultTextureName(void)
{
return szDefaultTexture;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : LPCTSTR
//-----------------------------------------------------------------------------
LPCTSTR GetNullTextureName()
{
return szNullTexture;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pParentWnd -
// IDD -
// iBarID -
// Output : Returns TRUE on success, FALSE on failure.
//-----------------------------------------------------------------------------
BOOL CTextureBar::Create(CWnd *pParentWnd, int IDD, int iBarID)
{
m_pCurTex = NULL;
if (!CHammerBar::Create(pParentWnd, IDD, CBRS_RIGHT, iBarID))
{
return(FALSE);
}
SetWindowText("Textures");
// set up controls
m_TextureGroupList.SubclassDlgItem(IDC_TEXTUREGROUPS, this);
m_TextureList.SubclassDlgItem(IDC_TEXTURES, this);
m_TexturePic.SubclassDlgItem(IDC_TEXTUREPIC, this);
NotifyGraphicsChanged();
UpdateTexture();
return(TRUE);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTextureBar::NotifyGraphicsChanged()
{
if (!IsWindow(m_hWnd))
{
return;
}
// load groups into group list
CString str;
int iCurSel = m_TextureGroupList.GetCurSel();
if (iCurSel != LB_ERR)
{
m_TextureGroupList.GetLBText(iCurSel, str);
}
m_TextureGroupList.SetRedraw(FALSE);
m_TextureGroupList.ResetContent();
m_TextureGroupList.AddString("All Textures");
int nCount = g_Textures.GroupsGetCount();
if (nCount > 1)
{
//
// Skip first group ("All Textures").
//
for (int i = 1; i < nCount; i++)
{
CTextureGroup *pGroup = g_Textures.GroupsGet(i);
if (pGroup->GetTextureFormat() == g_pGameConfig->GetTextureFormat())
{
const char *p = strstr(pGroup->GetName(), "textures\\");
if (p)
{
p += strlen("textures\\");
}
else
{
p = pGroup->GetName();
}
m_TextureGroupList.AddString(p);
}
}
}
m_TextureGroupList.SetRedraw(TRUE);
if (iCurSel == LB_ERR || m_TextureGroupList.SelectString(-1, str) == LB_ERR)
{
m_TextureGroupList.SetCurSel(0);
}
m_TextureGroupList.Invalidate();
char szName[MAX_PATH];
m_TextureGroupList.GetLBText(m_TextureGroupList.GetCurSel(), szName);
g_Textures.SetActiveGroup(szName);
//
// This is called when the loaded graphics list is changed,
// or on first init by this->Create().
//
m_TextureList.LoadGraphicList();
UpdateTexture();
}
void CTextureBar::NotifyNewMaterial( IEditorTexture *pTex )
{
m_TextureList.NotifyNewMaterial( pTex );
}
//-----------------------------------------------------------------------------
// Purpose: Disables the dialog controls when there's no active document.
// Input : pCmdUI - Interface to control being updated.
//-----------------------------------------------------------------------------
void CTextureBar::UpdateControl(CCmdUI *pCmdUI)
{
pCmdUI->Enable(CMapDoc::GetActiveMapDoc() ? TRUE : FALSE);
}
//-----------------------------------------------------------------------------
// Purpose: Handles user-initiated selection changes. Updates the control state
// and adds the selected texture to the MRU list.
//-----------------------------------------------------------------------------
void CTextureBar::OnSelChangeTexture(void)
{
UpdateTexture();
if (m_pCurTex != NULL)
{
m_TextureList.AddMRU(m_pCurTex);
}
}
//-----------------------------------------------------------------------------
// Purpose: Updates the m_pTexture data member based on the current selection.
// Also updates the window text and the texture picture.
//-----------------------------------------------------------------------------
void CTextureBar::UpdateTexture(void)
{
int iSel = m_TextureList.GetCurSel();
if (iSel == LB_ERR)
{
m_TexturePic.SetTexture(NULL);
m_pCurTex = NULL;
return;
}
m_pCurTex = (IEditorTexture *)m_TextureList.GetItemDataPtr(iSel);
m_TexturePic.SetTexture(m_pCurTex);
if (m_pCurTex)
{
// Make sure the current material is loaded..
m_pCurTex->Load();
char szBuf[128];
sprintf(szBuf, "%dx%d", m_pCurTex->GetWidth(), m_pCurTex->GetHeight());
GetDlgItem(IDC_TEXTURESIZE)->SetWindowText(szBuf);
m_pCurTex->GetShortName(szDefaultTexture);
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTextureBar::OnUpdateTexname(void)
{
// get texture window and set texture in there
CString strTex;
m_TextureList.GetWindowText(strTex);
IEditorTexture *pTex = g_Textures.FindActiveTexture(strTex);
m_TexturePic.SetTexture(pTex);
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTextureBar::OnChangeTextureGroup(void)
{
int iGroup = m_TextureGroupList.GetCurSel();
//
// Set the active texture group by name.
//
char szName[MAX_PATH];
m_TextureGroupList.GetLBText(iGroup, szName);
g_Textures.SetActiveGroup(szName);
//
// Refresh the texture list contents.
//
m_TextureList.LoadGraphicList();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTextureBar::OnBrowse(void)
{
CTextureBrowser *pBrowser = GetMainWnd()->pTextureBrowser;
int iSel = m_TextureList.GetCurSel();
if (iSel != LB_ERR)
{
IEditorTexture *pTex = (IEditorTexture *)m_TextureList.GetItemDataPtr(iSel);
if (pTex != NULL)
{
char sz[128];
pTex->GetShortName(sz);
pBrowser->SetInitialTexture(sz);
}
}
if (pBrowser->DoModal() == IDOK)
{
IEditorTexture *pTex = g_Textures.FindActiveTexture(pBrowser->m_cTextureWindow.szCurTexture);
if (pTex != NULL)
{
int iCount = m_TextureList.GetCount();
for (int i = 0; i < iCount; i++)
{
if (pTex == (IEditorTexture *)m_TextureList.GetItemDataPtr(i))
{
m_TextureList.SetCurSel(i);
UpdateTexture();
m_TextureList.AddMRU(pTex);
break;
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Handles being shown or hidden.
// Input : pPos - Information about show or hide state.
//-----------------------------------------------------------------------------
void CTextureBar::OnWindowPosChanged(WINDOWPOS *pPos)
{
if (GetMainWnd() != NULL)
{
//
// Rebuild our MRU list if we are being shown, because it may
// have changed since we were shown last.
//
if (pPos->flags & SWP_SHOWWINDOW)
{
m_TextureList.RebuildMRU();
UpdateTexture();
}
}
CHammerBar::OnWindowPosChanged(pPos);
}
//-----------------------------------------------------------------------------
// Purpose: Invokes the texture replace dialog.
//-----------------------------------------------------------------------------
void CTextureBar::OnReplace(void)
{
CMapDoc *pDoc = CMapDoc::GetActiveMapDoc();
if (!pDoc)
{
return;
}
CReplaceTexDlg dlg(pDoc->GetSelection()->GetCount());
dlg.m_strFind = GetDefaultTextureName();
if (dlg.DoModal() != IDOK)
{
return;
}
GetHistory()->MarkUndoPosition(pDoc->GetSelection()->GetList(), "Replace Textures");
dlg.DoReplaceTextures();
}
//-----------------------------------------------------------------------------
// Purpose: Selects a texture by name.
// Input : pszTextureName - Texture name to select.
//-----------------------------------------------------------------------------
void CTextureBar::SelectTexture(LPCSTR pszTextureName)
{
int nIndex = m_TextureList.SelectString(-1, pszTextureName);
//
// If the texture is not in the list, add it to the list.
//
if (nIndex == LB_ERR)
{
IEditorTexture *pTex = g_Textures.FindActiveTexture(pszTextureName);
if (pTex != NULL)
{
nIndex = m_TextureList.AddString(pszTextureName);
m_TextureList.SetItemDataPtr(nIndex, pTex);
m_TextureList.SetCurSel(nIndex);
}
}
UpdateTexture();
if (nIndex != LB_ERR)
{
IEditorTexture *pTex = (IEditorTexture *)m_TextureList.GetItemDataPtr(nIndex);
m_TextureList.AddMRU(pTex);
}
}
//-----------------------------------------------------------------------------
// This class renders a given IEditorTexture in its OnPaint handler. It is used in the
// texture Find/Replace dialog, the Face Properties dialog, and the texture bar.
//-----------------------------------------------------------------------------
BEGIN_MESSAGE_MAP(wndTex, CStatic)
ON_WM_PAINT()
END_MESSAGE_MAP()
//-----------------------------------------------------------------------------
// Purpose: Sets the texture to render in the window.
// Input : pTex - Texture to render when painting this window.
//-----------------------------------------------------------------------------
void wndTex::SetTexture(IEditorTexture *pTex)
{
m_pTexture = pTex;
Invalidate();
}
//-----------------------------------------------------------------------------
// Purpose: Paints the texture image (if any) in the window. If not, just fills
// with gray.
//-----------------------------------------------------------------------------
void wndTex::OnPaint(void)
{
// texturewindow.cpp:
CPaintDC dc(this);
CRect r;
GetClientRect(r);
if (!m_pTexture)
{
FillRect(dc.m_hDC, r, HBRUSH(GetStockObject(BLACK_BRUSH)));
return;
}
m_pTexture->Load();
DrawTexData_t DrawTexData;
DrawTexData.nFlags = drawResizeAlways;
dc.SelectPalette(m_pTexture->HasPalette() ? m_pTexture->GetPalette() : g_pGameConfig->Palette, FALSE);
dc.RealizePalette();
m_pTexture->Draw(&dc, r, 0, 0, DrawTexData);
}