///////////////////////////////////////////////////////////////////////////// // BRBDialog.h : header file ///////////////////////////////////////////////////////////////////////////// #if !defined(AFX_BRBDIALOG_H__27FFA501_5965_11D2_9972_E575B990F337__INCLUDED_) #define AFX_BRBDIALOG_H__27FFA501_5965_11D2_9972_E575B990F337__INCLUDED_ #if _MSC_VER > 1000 #pragma once #endif // _MSC_VER > 1000 #ifdef STRICT #undef STRICT #endif #include "Max.h" #if !defined(STUFF_STUFF_HPP) #include "Stuff\Stuff.hpp" #endif #define BRBDATA_CLASS_ID Class_ID(0x4c9b40d0, 0x3bf66064) #define BRBDATA_SUPER_CLASS_ID UTILITY_CLASS_ID #define TEMP_DATA_ID 3 #define PERM_DATA_ID 4 #define MAX_FILES 8 #define ONE_MINUS_MAX_FILES (MAX_FILES-1) ///////////////////////////////////////////////////////////////////////////// // structure to save way we are exporting to be used in the case of command // line exporting. defaults are all false. // //typedef struct { // bool overwriteTextures; // bool exportCharacter; // bool outputAmatureFile; //} ExportInfo; ///////////////////////////////////////////////////////////////////////////// // // structure to save way we are exporting to be used in the case of command // line exporting. defaults are all false. // typedef struct { bool overwriteTextures; bool outputAmatureFile; unsigned exportType; } ExportInfo; ///////////////////////////////////////////////////////////////////////////// // BRBDialog dialog class BRBDialog : public CDialog { // Construction public: BRBDialog(Interface *i, CString *files, CWnd* pParent = NULL); // standard constructor enum ETYPE { EXPORT_SHAPE = 0, EXPORT_CHARACTER = 1, EXPORT_ANIM = 2, }; // // methods added for writing files needed by adept engine and messing // with data in the max nodes // bool PreviewAnimation(); bool AddPreferences(INode *node); bool RemovePreferences(INode *node); void GetGameDir(); int WriteBrbPropFile(ETYPE etype); // Dialog Data //{{AFX_DATA(BRBDialog) enum { IDD = IDD_BRB }; CButton m_ctrlCharacter; //}}AFX_DATA UINT m_lodFar[MAX_FILES]; // array of far lod distances UINT m_lodNear[MAX_FILES]; // array of near lod distances int exportCharacter, // exportShape; // CString maxFiles[MAX_FILES]; // list of files to export Interface *maxInterface; // pointer to the max interface ExportInfo exportInfo; // data about export settings TSTR brbGamePath; // path that mech 4 lives in i.e. e:\MW4 TSTR erfPath; // path that we write the erf to // Overrides // ClassWizard generated virtual function overrides //{{AFX_VIRTUAL(BRBDialog) protected: virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support //}}AFX_VIRTUAL // Implementation protected: // Generated message map functions //{{AFX_MSG(BRBDialog) afx_msg void OnSelectLOD1(); afx_msg void OnSelectLOD2(); afx_msg void OnSelectLOD3(); afx_msg void OnSelectLOD4(); afx_msg void OnSelectLOD5(); afx_msg void OnSelectLOD6(); afx_msg void OnSelectLOD7(); afx_msg void OnSelectLOD8(); virtual void OnCancel(); virtual void OnOK(); afx_msg void OnShape(); afx_msg void OnCharacter(); afx_msg void OnKillfocus(); afx_msg void OnLod1Far(); afx_msg void OnLod2Far(); afx_msg void OnLod3Far(); afx_msg void OnLod4Far(); afx_msg void OnLod5Far(); afx_msg void OnLod6Far(); afx_msg void OnLod7Far(); afx_msg void OnLod8Far(); virtual BOOL OnInitDialog(); //}}AFX_MSG DECLARE_MESSAGE_MAP() }; //{{AFX_INSERT_LOCATION}} // Microsoft Visual C++ will insert additional declarations immediately before the previous line. #endif // !defined(AFX_BRBDIALOG_H__27FFA501_5965_11D2_9972_E575B990F337__INCLUDED_)