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- ////////////////////////////////////////////////////////////////////////////////
- //
- // Copyright 2016 RWS Inc, All Rights Reserved
- //
- // This program is free software; you can redistribute it and/or modify
- // it under the terms of version 2 of the GNU General Public License as published by
- // the Free Software Foundation
- //
- // This program is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- // GNU General Public License for more details.
- //
- // You should have received a copy of the GNU General Public License along
- // with this program; if not, write to the Free Software Foundation, Inc.,
- // 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- //
- // GameEdit.h
- // Project: Nostril (aka Postal)
- //
- // History:
- // 12/18/96 MJR Started.
- //
- // 02/07/97 JMI Added CGameEditThing to store editor settings and, perhaps,
- // later it could do more things that only a CThing derived
- // class can do for the Editor.
- //
- // 02/07/97 JMI Needed include of idBank.h.
- //
- // 03/13/97 JMI Load now takes a version number.
- //
- // 04/18/97 JMI Added Edit_Menu_Continue() and Edit_Menu_ExitEditor().
- //
- ////////////////////////////////////////////////////////////////////////////////
- #ifndef GAMEEDIT_H
- #define GAMEEDIT_H
- ////////////////////////////////////////////////////////////////////////////////
- // Includes.
- ////////////////////////////////////////////////////////////////////////////////
- #include "thing.h"
- #include "IdBank.h"
- extern void NavNetListPressedCall(RGuiItem* pgui);
- ////////////////////////////////////////////////////////////////////////////////
- // Typedefs.
- ////////////////////////////////////////////////////////////////////////////////
- // One of these classes is created by the editor for each Realm. This class can
- // then store and retrieve the editor settings for a Realm on Load and Save.
- class CGameEditThing : public CThing
- {
- //---------------------------------------------------------------------------
- // Types, enums, etc.
- //---------------------------------------------------------------------------
- protected:
- //---------------------------------------------------------------------------
- // Variables
- //---------------------------------------------------------------------------
- public:
- // Settings //////////////////////////////////////////////////////////////
-
- U16 m_u16CameraTrackId; // ID of object for grip to track.
- short m_sViewPosX; // View position.
- short m_sViewPosY; // View position.
- RListBox* m_plbNavNetList; // Pointer to Nav Net List Box
- //---------------------------------------------------------------------------
- // Constructor(s) / destructor
- //---------------------------------------------------------------------------
- protected:
- // Constructor
- CGameEditThing(CRealm* pRealm)
- : CThing(pRealm, CGameEditThingID)
- {
- // Set defaults.
- m_u16CameraTrackId = CIdBank::IdNil;
- m_sViewPosX = 0;
- m_sViewPosY = 0;
- }
- public:
- // Destructor
- ~CGameEditThing()
- {
- }
- //---------------------------------------------------------------------------
- // Required static functions
- //---------------------------------------------------------------------------
- public:
- // Construct object
- static short Construct( // Returns 0 if successfull, non-zero otherwise
- CRealm* pRealm, // In: Pointer to realm this object belongs to
- CThing** ppNew) // Out: Pointer to new object
- {
- short sResult = 0;
- *ppNew = new CGameEditThing(pRealm);
- if (*ppNew == 0)
- {
- sResult = -1;
- TRACE("CGameEditThing::Construct(): Couldn't construct CGameEditThing!\n");
- }
- return sResult;
- }
- //---------------------------------------------------------------------------
- // Required virtual functions (implementing them as inlines doesn't pay!
- // (unless you really, really don't want them in your CPP!)).
- //---------------------------------------------------------------------------
- public:
- // Load object (should call base class version!)
- short Load( // Returns 0 if successfull, non-zero otherwise
- RFile* pFile, // In: File to load from
- bool bEditMode, // In: True for edit mode, false otherwise
- short sFileCount, // In: File count (unique per file, never 0)
- ULONG ulFileVersion) // In: Version of file format to load.
- {
- // Call base class.
- short sResult = CThing::Load(pFile, bEditMode, sFileCount, ulFileVersion);
- if (sResult == 0)
- {
- // Read settings.
- switch (ulFileVersion)
- {
- default:
- case 1:
- pFile->Read(&m_u16CameraTrackId);
- pFile->Read(&m_sViewPosX);
- pFile->Read(&m_sViewPosY);
- break;
- }
- // Make sure there were no format errors . . .
- if (sResult == 0)
- {
- // File status indicates our success, or lack thereof.
- sResult = pFile->Error();
- }
- }
- else
- {
- TRACE("CGameEditThing::Load(): Base class Load() failed.\n");
- }
- return sResult;
- }
- // Save object (should call base class version!)
- short Save( // Returns 0 if successfull, non-zero otherwise
- RFile* pFile, // In: File to save to
- short sFileCount) // In: File count (unique per file, never 0)
- {
- // Call base class.
- short sResult = CThing::Save(pFile, sFileCount);
- if (sResult == 0)
- {
- // Write settings.
- pFile->Write(m_u16CameraTrackId);
- pFile->Write(m_sViewPosX);
- pFile->Write(m_sViewPosY);
- // File status indicates our success, or lack thereof.
- sResult = pFile->Error();
- }
- else
- {
- TRACE("CGameEditThing::Save(): Base class Save() failed.\n");
- }
- return sResult;
- }
- //---------------------------------------------------------------------------
- // Internal functions
- //---------------------------------------------------------------------------
- protected:
- };
- ////////////////////////////////////////////////////////////////////////////////
- // Protos.
- ////////////////////////////////////////////////////////////////////////////////
- extern void GameEdit(
- void);
- // Called by the menu callback when it wants to tell the editor to continue
- // editting (end the menu).
- extern void Edit_Menu_Continue(void);
- // Called by the menu callback when it wants to tell the editor to quit the
- // editor.
- extern void Edit_Menu_ExitEditor(void);
- #endif //GAMEEDIT_H
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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