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firestorm/Gameleap/code/mw4/Code/MW4GameEd2/GUIPath.h
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114 lines
3.1 KiB
C++

// GUIPath.h: interface for the GUIPath class.
//
//////////////////////////////////////////////////////////////////////
#if !defined(AFX_GUIPATH_H__C2450FAD_1BFE_4F8F_A58F_8529BFDEB6E0__INCLUDED_)
#define AFX_GUIPATH_H__C2450FAD_1BFE_4F8F_A58F_8529BFDEB6E0__INCLUDED_
#if _MSC_VER > 1000
#pragma once
#endif // _MSC_VER > 1000
#include"GUIObjectList.h"
#include"EdGUIObject.h"
#include"GUINode.h"
#include<Stuff\Stuff.hpp>
namespace MechWarrior4
{
class Path;
};
class GUIBound:public GUIObjectList
{
protected:
DynamicArrayOf<Stuff::Vector2DOf<Stuff::Scalar> > MyBound;
void SyncNodesToData();
void SyncDataToNodes();
public:
EdGUIObject *Clone();
EdGUIObject *InsertNodeAt(int idx,Point3D &pnt);
void SaveTextInfo(NotationFile *not_file);
bool CanTakeChildren() {return false;}
void SortChildren() {}
void Draw(DrawInfo &dinf);
EdGUIObject *AddNodeIfSelected(Point3D &pnt,bool insert);
void OffsetSelection(Point3D &vct);
void RemoveObject(int idx);
bool DeleteSelected(UndoCommand **delcom);
void SyncData() {SyncDataToNodes();}
bool IsConcave();
void InsertObjectAt(int idx,EdGUIObject *gobj);
int GroupSelected(UndoCommand **cmd) {return 0;}
void ResetTo(Point3D tl,Point3D br);
bool UnGroupSelected(UndoCommand **cmd) {return false;}
void MoveToGroup(EdGUIObject *gobj) {}
GUIBound(CString name="Bound");
void SetBoundData(DynamicArrayOf<Stuff::Vector2DOf<Stuff::Scalar> > &BDat);
void GetBoundData(DynamicArrayOf<Stuff::Vector2DOf<Stuff::Scalar> > *BDat) {Check_Object(BDat); *BDat=MyBound;}
virtual ~GUIBound();
int GetUnSelIcon() {return ICON_BOUND; }
int GetSelIcon() {return ICON_BOUND; }
void UpdateVisibility(DWORD visflag) { SetHide(visflag&SHOW_BOUNDS?false:true);}
};
class GUIPath:public GUIObjectList
{
private:
protected:
void Copy(GUIPath &obj);
MechWarrior4::Path *MyPath;
void SyncNodesToData();
void SyncDataToNodes();
void Build();
public:
EdGUIObject *Clone();
GUIPath();
GUIPath(CString &name);
void RemoveFromMap();
void AddToMap();
void InsertObjectAt(int idx,EdGUIObject *gobj);
void SortChildren() {}
void SaveTextInfo(NotationFile *not_file);
void AssociateTo(MechWarrior4::Path *path);
void OffsetSelection(Point3D &vct);
bool DeleteSelected(UndoCommand **delcom);
EdGUIObject *AddNodeAtEnd(Point3D &pnt);
EdGUIObject *InsertNodeAt(int idx,Point3D &pnt);
void SetName(CString &name);
void Dissociate() { MyPath=NULL;}
int GroupSelected(UndoCommand **cmd) {return 0;}
bool UnGroupSelected(UndoCommand **cmd) {return false;}
void MoveToGroup(EdGUIObject *gobj) {}
void SyncData() {SyncDataToNodes();}
void Draw(DrawInfo &dinf);
EdGUIObject *AddNodeIfSelected(Point3D &pnt,bool insert);
void RemoveObject(int idx);
void UpdateVisibility(DWORD visflag) { SetHide(visflag&SHOW_PATHS?false:true);}
HTREEITEM AddToBranch(CTreeCtrl *tree,HTREEITEM itm);
int GetUnSelIcon() {return ICON_PATH; }
int GetSelIcon() {return ICON_PATH; }
CString GetTypeName() {return ("Path");}
virtual ~GUIPath();
};
#endif // !defined(AFX_GUIPATH_H__C2450FAD_1BFE_4F8F_A58F_8529BFDEB6E0__INCLUDED_)