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firestorm/Gameleap/code/mw4/Tools/3DSPlugins/BRB/BRBDialog.h
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139 lines
3.7 KiB
C++

/////////////////////////////////////////////////////////////////////////////
// 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_)