//************************************** // This is the base class of your DLL interface // All methods of CPA_ToolDLLBase are // present in that class. //************************************** #ifndef __TAnimINTERF_HPP__ #define __TAnimINTERF_HPP__ #ifdef ACTIVE_EDITOR #include "ITF.h" #include "TAN.h" //class CPA_Animation; class CPA_Family; class CAnimationView; // if you want only one instance of your DLL activate the next line #define DLL_ONLY_ONE_INSTANCE /*============================================================================= * define : action type used for OnQueryAction function =============================================================================*/ /* #define C_cLoadAllAnimsAction 1 #define C_cGetEditorAnimFromEngineAnim 2 #define C_cIsEngineAnimLoaded 3 #define C_cReallyLoadEngineAnimation 4 */ /*============================================================================= * Tool DLL interface class =============================================================================*/ class TAnim_Interface : public CPA_ToolDLLBase { private: BOOL m_bCompleteLoad; public: TAnim_Interface(void); //==================================================================================== //========================= COMMON DLL FUNCTIONS OVERLOAD ============================ //==================================================================================== // ACP MEssages Functions overload // Windows MEssages Functions overload // to update lists of reachable objects // for changes // editor Modifs // insert // moves // Dialog List //Menus BOOL fn_bDefineSubMenu (EDT_SubMenu *_p_oEDTSubMenu); void _OnSubMenuCommand (EDT_SubMenu *_p_oEDTSubMenu,UINT uiMsgID); // CPA_ReachableObject BOOL fn_bLoadBaseObject (CPA_BaseObject *p_oObject); // Current Editor //==================================================================================== //=========================== TOOL DLL FUNCTIONS OVERLOAD ============================ //==================================================================================== // Called just after editor has been inserted in list of all editors void fn_vJustAfterRegistered(void); // To communicate with that editor long OnQueryAction (CPA_EditorBase *p_oSender, WPARAM, LPARAM); long OnQueryInfos (CPA_EditorBase *p_oSender, WPARAM, LPARAM); //==================================================================================== //=========================== TOOL DLL SPECIFIC FUNCTIONS ============================ //==================================================================================== private: void mfn_vLoadAllAnimations(); // load all loaded animations of game using link table void mfn_vCreateAllLoadedAnimations(); // load all animations of a family (loaded or not) void mfn_vLoadAnims( CPA_Family *_p_oFamily ); // load preferences from .ini void mfn_vLoadPreferences(); // save preferences on .ini void mfn_vSavePreferences(); }; extern tdstDLLIdentity g_stTAnimIdentity; #endif // ACTIVE_EDITOR #endif // __TAnimINTERF_HPP__