/**********************************************************************
This file is part of Crack dot Com's free source code release of
Golgotha.
for
information about compiling & licensing issues visit this URL
If that doesn't help, contact Jonathan Clark at
golgotha_source@usa.net (Subject should have "GOLG" in it)
***********************************************************************/
#include "editor/dialogs/obj_win.hh"
#include "obj3d.hh"
#include "math/pi.hh"
#include "image/image.hh"
#include "draw_context.hh"
#include "window/win_evt.hh"
#include "device/kernel.hh"
#include "image/color.hh"
#include "g1_object.hh"
#include "remove_man.hh"
#include "g1_render.hh"
#include "r1_api.hh"
#include "editor/e_state.hh"
#include "editor/mode/e_object.hh"
#include "resources.hh"
#include "window/style.hh"
#include "app/app.hh"
#include "lisp/li_class.hh"
void g1_3d_object_window::do_idle()
{
if (object.valid())
{
if (!context_help_window.get())
{
i4_graphical_style_class *style=i4_current_app->get_style();
i4_const_str help_str=i4gets((char *)object->name(),i4_F);
if (!help_str.null())
context_help_window=style->create_quick_context_help(x(), y()+height()+5, help_str);
else
context_help_window=style->create_quick_context_help(x(), y()+height()+5,
i4_const_str((char *)object->name()));
}
}
}
void g1_3d_object_window::set_object_type(g1_object_type type,
w16 _array_index)
{
if (object.valid())
{
object->request_remove();
g1_remove_man.process_requests();
object=0;
}
if (type>=0)
{
object=g1_create_object(type);
if (object.valid())
{
object->x=object->lx=object->y=object->ly=object->h=object->lh=0;
object->player_num=g1_edit_state.current_team;
}
}
object_type=type;
array_index=_array_index;
request_redraw(i4_F);
}
g1_3d_object_window::g1_3d_object_window(w16 w, w16 h,
g1_object_type obj_type,
w16 _array_index,
g1_3d_pick_window::camera_struct &camera,
i4_image_class *active_back,
i4_image_class *passive_back,
i4_event_reaction_class *reaction)
: g1_3d_pick_window(w,h,
active_back, passive_back,
camera,
reaction)
{
object=0;
set_object_type(obj_type, _array_index);
}
void g1_3d_object_window_ambient(i4_transform_class *object_to_world,
i4_float &ar, i4_float &ag, i4_float &ab)
{
ar = 1.0;
ag = 1.0;
ab = 1.0;
}
void g1_3d_object_window::draw_object(g1_draw_context_class *context)
{
if (object.valid())
{
r1_render_api_class *render_api=g1_render.r_api;
i4_transform_class spare_transform;
object->world_transform = &spare_transform;
object->player_num=g1_edit_state.current_team;
object->calc_world_transform(g1_render.frame_ratio);
//setup an ambient function that returns 1.0
g1_get_ambient_function_type last_ambient_func = g1_render.get_ambient;
g1_render.get_ambient = g1_3d_object_window_ambient;
g1_render.r_api->clear_area(0,0, width()-1, height()-1, 0, g1_far_z_range());
li_class_context c(object->vars);
object->draw(context);
//put the old ambient function back
g1_render.get_ambient = last_ambient_func;
}
else
local_image->clear(0, *context->context);
}
i4_bool g1_3d_object_window::selected()
{
return (i4_bool)(g1_e_object.get_object_type() == object_type);
}
void g1_3d_object_window::do_press()
{
if (object_type>=0 && g1_object_type_array[object_type])
{
g1_edit_state.hide_focus();
g1_e_object.set_object_type(object_type);
if (strcmp(g1_edit_state.major_mode, "OBJECT"))
g1_edit_state.set_major_mode("OBJECT");
if (g1_e_object.get_minor_mode() != g1_object_params::ADD)
g1_edit_state.set_minor_mode("OBJECT", g1_object_params::ADD);
g1_edit_state.show_focus();
}
}