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197 lines
4.5 KiB
197 lines
4.5 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef MDLVIEWER_H
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#define MDLVIEWER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "sceneimage.h"
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#define IDC_FILE_LOADMODEL 1001
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#define IDC_FILE_LOADBACKGROUNDTEX 1002
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#define IDC_FILE_LOADGROUNDTEX 1003
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#define IDC_FILE_UNLOADGROUNDTEX 1004
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#define IDC_FILE_RECENTFILES1 1008
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#define IDC_FILE_RECENTFILES2 1009
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#define IDC_FILE_RECENTFILES3 1010
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#define IDC_FILE_RECENTFILES4 1011
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#define IDC_FILE_RECENTFILES5 1012
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#define IDC_FILE_RECENTFILES6 1013
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#define IDC_FILE_RECENTFILES7 1014
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#define IDC_FILE_RECENTFILES8 1015
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#define IDC_FILE_EXIT 1016
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#define IDC_FILE_REFRESH 1017
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#define IDC_FILE_SAVESOUNDSCRIPTCHANGES 1018
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#define IDC_FILE_REBUILDSCENESIMAGE 1019
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#define IDC_EXPRESSIONS_SAVE 1020
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#define IDC_EXPRESSIONS_LOAD 1021
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#define IDC_EXPRESSIONS_SAVEAS 1022
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#define IDC_EXPRESSIONS_EXPORT 1023
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#define IDC_EXPRESSIONS_CLOSE 1024
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#define IDC_EXPRESSIONS_CLOSEALL 1025
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#define IDC_EXPRESSIONS_NEW 1026
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#define IDC_EXPRESSIONS_REDOBITMAPS 1027
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#define IDC_CHOREOSCENE_NEW 1030
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#define IDC_CHOREOSCENE_LOAD 1031
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#define IDC_CHOREOSCENE_SAVE 1032
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#define IDC_CHOREOSCENE_SAVEAS 1033
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#define IDC_CHOREOSCENE_CLOSE 1034
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#define IDC_CHOREOSCENE_ADDACTOR 1035
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#define IDC_FILE_LOADMODEL_STEAM 1036
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#define IDC_CHOREOSCENE_LOADNEXT 1038
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#define IDC_OPTIONS_COLORBACKGROUND 1101
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#define IDC_OPTIONS_COLORGROUND 1102
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#define IDC_OPTIONS_COLORLIGHT 1103
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#define IDC_OPTIONS_CENTERVIEW 1104
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#define IDC_OPTIONS_MAKESCREENSHOT 1105
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#define IDC_OPTIONS_DUMP 1106
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#define IDC_OPTIONS_CENTERONFACE 1107
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#define IDC_OPTIONS_CLEARMODELSOUNDS 1108
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#define IDC_OPTIONS_LANGUAGESTART 1150
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#define IDC_WINDOW_FIRSTTOOL 1200
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#define IDC_WINDOW_LASTTOOL 1231
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#define IDC_WINDOW_TILE_HORIZ 1232
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#define IDC_WINDOW_TILE_VERT 1233
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#define IDC_WINDOW_CASCADE 1234
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#define IDC_WINDOW_HIDEALL 1235
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#define IDC_WINDOW_SHOWALL 1236
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#define IDC_WINDOW_TILE 1237
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#define IDC_WINDOW_TAB 1238
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#define IDC_MODEL_TAB 1239
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#define IDC_GRIDSETTINGS 1240
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#define IDC_HELP_GOTOHOMEPAGE 1301
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#define IDC_HELP_ABOUT 1302
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class mxMenuBar;
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class mxMenu;
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class MatSysWindow;
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class ControlPanel;
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class FlexPanel;
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class mxStatusWindow;
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class CChoreoView;
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class CMDLViewerWorkspace;
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class CMDLViewerWindowTab;
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class CMDLViewerModelTab;
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class CMDLViewerGridSettings;
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enum { Action, Size, Timer, Idle, Show, Hide,
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MouseUp, MouseDown, MouseMove, MouseDrag,
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KeyUp, KeyDown
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};
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class MDLViewer : public mxWindow, public ISceneCompileStatus
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{
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mxMenuBar *mb;
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mxMenu *menuFile;
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mxMenu *menuOptions;
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mxMenu *menuCloseCaptionLanguages;
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mxMenu *menuWindow;
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mxMenu *menuHelp;
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mxMenu *menuEdit;
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mxMenu *menuExpressions;
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mxMenu *menuChoreography;
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CMDLViewerWorkspace *workspace;
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CMDLViewerWindowTab *windowtab;
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CMDLViewerModelTab *modeltab;
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CMDLViewerGridSettings *gridsettings;
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void loadRecentFiles ();
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void saveRecentFiles ();
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void initRecentFiles ();
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int m_nCurrentFrame;
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public:
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// CREATORS
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MDLViewer ();
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~MDLViewer ();
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virtual void OnDelete();
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virtual bool CanClose();
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virtual void UpdateStatus( char const *pchSceneName, bool bQuiet, int nIndex, int nCount );
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void OnFileLoaded( char const *pszFile );
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// MANIPULATORS
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virtual int handleEvent (mxEvent *event);
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void redraw ();
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virtual bool PaintBackground( void );
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void UpdateWindowMenu( void );
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void UpdateLanguageMenu( int currentLanguageId );
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void InitModelTab( void );
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void InitGridSettings( void );
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int GetActiveModelTab( void );
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void SetActiveModelTab( int modelindex );
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void Refresh( void );
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void LoadModelFile( const char *pszFile );
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int GetCurrentHitboxSet(void);
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virtual bool Closing( void );
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void LoadWindowPositions( void );
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void SaveWindowPositions( void );
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void OnSaveSoundScriptChanges();
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void OnRebuildScenesImage();
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void OnCascade();
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void OnTile();
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void OnTileHorizontally();
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void OnTileVertically();
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void OnHideAll();
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void OnShowAll();
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void Think( float dt );
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int GetCurrentFrame( void );
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// ACCESSORS
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mxMenuBar *getMenuBar () const { return mb; }
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void LoadModel_Steam();
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void OnVCDSaved();
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private:
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void DoTile( int x, int y );
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void LoadPosition( void );
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void SavePosition( void );
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bool AreSoundScriptsDirty();
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bool m_bOldSoundScriptsDirty;
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bool m_bVCDSaved;
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};
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const char *GetGameDirectory( );
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void CreatePath( const char *pPath );
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extern MDLViewer *g_MDLViewer;
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extern char g_appTitle[];
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#endif // MDLVIEWER_H
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