Files
FC1/Editor/NewLevelDialog.cpp
romkazvo 34d6c5d489 123
2023-08-07 19:29:24 +08:00

183 lines
4.2 KiB
C++

// NewLevelDialog.cpp : implementation file
//
#include "stdafx.h"
#include "NewLevelDialog.h"
// CNewLevelDialog dialog
IMPLEMENT_DYNAMIC(CNewLevelDialog, CDialog)
CNewLevelDialog::CNewLevelDialog(CWnd* pParent /*=NULL*/)
: CDialog(CNewLevelDialog::IDD, pParent)
, m_level(_T(""))
, m_useTerrain(FALSE)
, m_terrainResolution(0)
, m_terrainUnits(0)
{
// Default is 1024x1024
m_terrainResolution = 3;
// 2 meters per unit.
m_terrainUnits = 1;
}
CNewLevelDialog::~CNewLevelDialog()
{
}
void CNewLevelDialog::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
DDX_Text(pDX, IDC_LEVEL, m_level);
DDX_Check(pDX, IDC_USE_TERRAIN, m_useTerrain);
DDX_CBIndex(pDX, IDC_TERRAIN_RESOLUTION, m_terrainResolution);
DDX_CBIndex(pDX, IDC_TERRANI_UNITS, m_terrainUnits);
DDX_Control(pDX, IDC_TERRAIN_INFO, m_cTerrainInfo);
DDX_Control(pDX, IDC_TERRAIN_RESOLUTION, m_cTerrainResolution);
DDX_Control(pDX, IDC_TERRANI_UNITS, m_cTerrainUnits);
}
BEGIN_MESSAGE_MAP(CNewLevelDialog, CDialog)
ON_BN_CLICKED(IDC_USE_TERRAIN, OnBnClickedUseTerrain)
ON_CBN_SELENDOK(IDC_TERRAIN_RESOLUTION, OnCbnSelendokTerrainResolution)
ON_CBN_SELENDOK(IDC_TERRANI_UNITS, OnCbnSelendokTerraniUnits)
END_MESSAGE_MAP()
#define START_TERRAIN_RESOLUTION 128
#define START_TERRAIN_UNITS 1
// CNewLevelDialog message handlers
BOOL CNewLevelDialog::OnInitDialog()
{
CDialog::OnInitDialog();
m_useTerrain = TRUE;
// Inititialize terrain values.
CString str;
int i;
int resolution = START_TERRAIN_RESOLUTION;
for (i = 0; i < 10; i++)
{
str.Format( "%dx%d",resolution,resolution );
m_cTerrainResolution.AddString( str );
resolution *= 2;
}
int units = START_TERRAIN_UNITS;
for (i = 0; i < 6; i++)
{
str.Format( "%d",units );
m_cTerrainUnits.AddString( str );
units *= 2;
}
UpdateTerrainInfo();
// Save data.
UpdateData(FALSE);
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
//////////////////////////////////////////////////////////////////////////
void CNewLevelDialog::UpdateTerrainInfo()
{
CString str;
int size = GetTerrainResolution() * GetTerrainUnits();
str.Format( _T("Terrain Size: %dx%d Meters"),size,size );
m_cTerrainInfo.SetWindowText( str );
}
//////////////////////////////////////////////////////////////////////////
CString CNewLevelDialog::GetLevel() const
{
return m_level;
}
//////////////////////////////////////////////////////////////////////////
bool CNewLevelDialog::IsUseTerrain() const
{
return m_useTerrain != FALSE;
}
//////////////////////////////////////////////////////////////////////////
int CNewLevelDialog::GetTerrainResolution() const
{
return START_TERRAIN_RESOLUTION*(1 << m_terrainResolution);
}
int CNewLevelDialog::GetTerrainUnits() const
{
return START_TERRAIN_UNITS*(1 << m_terrainUnits);
}
//////////////////////////////////////////////////////////////////////////
void CNewLevelDialog::OnBnClickedUseTerrain()
{
// TODO: Add your control notification handler code here
UpdateData();
if (m_useTerrain)
{
m_cTerrainResolution.EnableWindow(TRUE);
m_cTerrainUnits.EnableWindow(TRUE);
}
else
{
m_cTerrainResolution.EnableWindow(FALSE);
m_cTerrainUnits.EnableWindow(FALSE);
}
}
//////////////////////////////////////////////////////////////////////////
void CNewLevelDialog::OnCbnSelendokTerrainResolution()
{
// TODO: Add your control notification handler code here
UpdateData();
UpdateTerrainInfo();
}
//////////////////////////////////////////////////////////////////////////
void CNewLevelDialog::OnCbnSelendokTerraniUnits()
{
// TODO: Add your control notification handler code here
UpdateData();
UpdateTerrainInfo();
}
//////////////////////////////////////////////////////////////////////////
void CNewLevelDialog::SetTerrainResolution( int res )
{
int i = 0;
int dim = res / START_TERRAIN_RESOLUTION;
for (i = 0; i < 32; i++)
{
if ((dim >> i) == 1)
{
m_terrainResolution = i;
break;
}
}
}
//////////////////////////////////////////////////////////////////////////
void CNewLevelDialog::SetTerrainUnits( int units )
{
int i = 0;
int dim = units / START_TERRAIN_UNITS;
for (i = 0; i < 32; i++)
{
if ((dim >> i) == 1)
{
m_terrainUnits = i;
break;
}
}
}