Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef DMEPARTICLEPANEL_H
#define DMEPARTICLEPANEL_H
#ifdef _WIN32
#pragma once
#endif
#include "matsys_controls/PotteryWheelPanel.h"
#include "datamodel/dmattributetypes.h"
#include "particles/particles.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IMaterial;
class CMeshBuilder;
class Vector;
class CParticleCollection;
class CColorPickerButton;
class CDmeParticleSystemDefinition;
class CDmeParticleFunction;
class CControlPointPage;
namespace vgui
{
class ScrollBar;
class IScheme;
class PropertyPage;
class PropertySheet;
class Splitter;
class Label;
class TextEntry;
}
//-----------------------------------------------------------------------------
// Particle System Viewer Panel
//-----------------------------------------------------------------------------
class CParticleSystemPanel : public CPotteryWheelPanel
{
DECLARE_CLASS_SIMPLE( CParticleSystemPanel, CPotteryWheelPanel );
public:
// constructor, destructor
CParticleSystemPanel( vgui::Panel *pParent, const char *pName );
virtual ~CParticleSystemPanel();
// Set the particle system to draw
void SetParticleSystem( CDmeParticleSystemDefinition *pDef );
void SetDmeElement( CDmeParticleSystemDefinition *pDef );
CParticleCollection *GetParticleSystem();
// Indicates that bounds should be drawn
void RenderBounds( bool bEnable );
// Indicates that cull sphere should be drawn
void RenderCullBounds( bool bEnable );
// Indicates that helpers should be drawn
void RenderHelpers( bool bEnable );
// Indicates which helper to draw
void SetRenderedHelper( CDmeParticleFunction *pOp );
virtual void OnTick();
virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
// Accessor for control point values
const Vector& GetControlPointValue( int nControlPoint ) const;
void SetControlPointValue( int nControlPoint, const Vector &value );
private:
// Shutdown, startup particle collection
void StartupParticleCollection();
void ShutdownParticleCollection();
// Draw bounds
void DrawBounds();
void DrawCullBounds();
// paint it!
virtual void OnPaint3D();
private:
bool m_bRenderBounds : 1;
bool m_bRenderCullBounds : 1;
bool m_bRenderHelpers : 1;
bool m_bPerformNameBasedLookup : 1;
Vector m_pControlPointValue[MAX_PARTICLE_CONTROL_POINTS];
DmObjectId_t m_RenderHelperId;
float m_flLastTime;
// Stores the id or name of the particle system being viewed
DmObjectId_t m_ParticleSystemId;
CUtlString m_ParticleSystemName;
// The particle system to draw
CParticleCollection *m_pParticleSystem;
// A texture to use for a lightmap
CTextureReference m_pLightmapTexture;
// The default env_cubemap
CTextureReference m_DefaultEnvCubemap;
};
//-----------------------------------------------------------------------------
// Accessor for control point values
//-----------------------------------------------------------------------------
inline const Vector& CParticleSystemPanel::GetControlPointValue( int nControlPoint ) const
{
return m_pControlPointValue[nControlPoint];
}
inline void CParticleSystemPanel::SetControlPointValue( int nControlPoint, const Vector &value )
{
m_pControlPointValue[nControlPoint] = value;
}
//-----------------------------------------------------------------------------
// This panel has a particle system viewer as well as controls
//-----------------------------------------------------------------------------
class CParticleSystemPreviewPanel : public vgui::EditablePanel
{
DECLARE_CLASS_SIMPLE( CParticleSystemPreviewPanel, vgui::EditablePanel );
public:
// constructor, destructor
CParticleSystemPreviewPanel( vgui::Panel *pParent, const char *pName );
virtual ~CParticleSystemPreviewPanel();
// Set the material to draw
void SetParticleSystem( CDmeParticleSystemDefinition *pDef );
void SetParticleFunction( CDmeParticleFunction *pFunction );
void SetDmeElement( CDmeParticleSystemDefinition *pDef );
virtual void OnThink();
private:
MESSAGE_FUNC_PARAMS( OnCheckButtonChecked, "CheckButtonChecked", params );
MESSAGE_FUNC_PARAMS( OnBackgroundColorChanged, "ColorPickerPicked", params );
MESSAGE_FUNC_PARAMS( OnBackgroundColorPreview, "ColorPickerPreview", params );
MESSAGE_FUNC_PARAMS( OnBackgroundColorCancel, "ColorPickerCancel", params );
MESSAGE_FUNC( OnParticleSystemReconstructed, "ParticleSystemReconstructed" );
vgui::Splitter *m_Splitter;
CParticleSystemPanel *m_pParticleSystemPanel;
vgui::PropertySheet *m_pControlSheet;
vgui::PropertyPage *m_pRenderPage;
CControlPointPage *m_pControlPointPage;
vgui::CheckButton *m_pRenderCullBounds;
vgui::CheckButton *m_pRenderBounds;
vgui::CheckButton *m_pRenderHelpers;
CColorPickerButton *m_pBackgroundColor;
vgui::Label *m_pParticleCount;
};
#endif // DMEPARTICLEPANEL_H