174 lines
5.0 KiB
C++
174 lines
5.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef DMEPARTICLEPANEL_H
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#define DMEPARTICLEPANEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "matsys_controls/PotteryWheelPanel.h"
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#include "datamodel/dmattributetypes.h"
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#include "particles/particles.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class IMaterial;
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class CMeshBuilder;
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class Vector;
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class CParticleCollection;
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class CColorPickerButton;
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class CDmeParticleSystemDefinition;
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class CDmeParticleFunction;
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class CControlPointPage;
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namespace vgui
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{
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class ScrollBar;
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class IScheme;
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class PropertyPage;
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class PropertySheet;
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class Splitter;
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class Label;
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class TextEntry;
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}
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//-----------------------------------------------------------------------------
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// Particle System Viewer Panel
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//-----------------------------------------------------------------------------
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class CParticleSystemPanel : public CPotteryWheelPanel
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{
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DECLARE_CLASS_SIMPLE( CParticleSystemPanel, CPotteryWheelPanel );
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public:
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// constructor, destructor
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CParticleSystemPanel( vgui::Panel *pParent, const char *pName );
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virtual ~CParticleSystemPanel();
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// Set the particle system to draw
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void SetParticleSystem( CDmeParticleSystemDefinition *pDef );
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void SetDmeElement( CDmeParticleSystemDefinition *pDef );
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CParticleCollection *GetParticleSystem();
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// Indicates that bounds should be drawn
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void RenderBounds( bool bEnable );
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// Indicates that cull sphere should be drawn
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void RenderCullBounds( bool bEnable );
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// Indicates that helpers should be drawn
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void RenderHelpers( bool bEnable );
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// Indicates which helper to draw
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void SetRenderedHelper( CDmeParticleFunction *pOp );
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virtual void OnTick();
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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// Accessor for control point values
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const Vector& GetControlPointValue( int nControlPoint ) const;
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void SetControlPointValue( int nControlPoint, const Vector &value );
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private:
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// Shutdown, startup particle collection
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void StartupParticleCollection();
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void ShutdownParticleCollection();
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// Draw bounds
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void DrawBounds();
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void DrawCullBounds();
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// paint it!
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virtual void OnPaint3D();
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private:
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bool m_bRenderBounds : 1;
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bool m_bRenderCullBounds : 1;
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bool m_bRenderHelpers : 1;
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bool m_bPerformNameBasedLookup : 1;
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Vector m_pControlPointValue[MAX_PARTICLE_CONTROL_POINTS];
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DmObjectId_t m_RenderHelperId;
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float m_flLastTime;
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// Stores the id or name of the particle system being viewed
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DmObjectId_t m_ParticleSystemId;
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CUtlString m_ParticleSystemName;
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// The particle system to draw
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CParticleCollection *m_pParticleSystem;
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// A texture to use for a lightmap
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CTextureReference m_pLightmapTexture;
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// The default env_cubemap
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CTextureReference m_DefaultEnvCubemap;
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};
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//-----------------------------------------------------------------------------
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// Accessor for control point values
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//-----------------------------------------------------------------------------
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inline const Vector& CParticleSystemPanel::GetControlPointValue( int nControlPoint ) const
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{
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return m_pControlPointValue[nControlPoint];
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}
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inline void CParticleSystemPanel::SetControlPointValue( int nControlPoint, const Vector &value )
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{
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m_pControlPointValue[nControlPoint] = value;
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}
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//-----------------------------------------------------------------------------
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// This panel has a particle system viewer as well as controls
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//-----------------------------------------------------------------------------
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class CParticleSystemPreviewPanel : public vgui::EditablePanel
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{
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DECLARE_CLASS_SIMPLE( CParticleSystemPreviewPanel, vgui::EditablePanel );
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public:
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// constructor, destructor
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CParticleSystemPreviewPanel( vgui::Panel *pParent, const char *pName );
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virtual ~CParticleSystemPreviewPanel();
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// Set the material to draw
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void SetParticleSystem( CDmeParticleSystemDefinition *pDef );
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void SetParticleFunction( CDmeParticleFunction *pFunction );
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void SetDmeElement( CDmeParticleSystemDefinition *pDef );
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virtual void OnThink();
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private:
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MESSAGE_FUNC_PARAMS( OnCheckButtonChecked, "CheckButtonChecked", params );
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MESSAGE_FUNC_PARAMS( OnBackgroundColorChanged, "ColorPickerPicked", params );
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MESSAGE_FUNC_PARAMS( OnBackgroundColorPreview, "ColorPickerPreview", params );
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MESSAGE_FUNC_PARAMS( OnBackgroundColorCancel, "ColorPickerCancel", params );
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MESSAGE_FUNC( OnParticleSystemReconstructed, "ParticleSystemReconstructed" );
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vgui::Splitter *m_Splitter;
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CParticleSystemPanel *m_pParticleSystemPanel;
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vgui::PropertySheet *m_pControlSheet;
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vgui::PropertyPage *m_pRenderPage;
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CControlPointPage *m_pControlPointPage;
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vgui::CheckButton *m_pRenderCullBounds;
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vgui::CheckButton *m_pRenderBounds;
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vgui::CheckButton *m_pRenderHelpers;
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CColorPickerButton *m_pBackgroundColor;
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vgui::Label *m_pParticleCount;
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};
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#endif // DMEPARTICLEPANEL_H
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