/*=================================================================== * Editors ID *=================================================================*/ #ifndef __EDITID_H__ #define __EDITID_H__ #include "itf/stddllid.h" // ============================================================================ // ============================================================================ // Name of the DLLs // ============================================================================ // ============================================================================ // Object DLLs #define C_szDLLZDxName "Zdd" #define C_szDLLWayPointName "WayPoint" #define C_szDLLActorName "Actor" #define C_szDLLLightName "Light" // Tool DLL #define C_szDLLActionName "Action" #define C_szDLLFamilyName "Family" #define C_szDLLAnimationName "Animation" #define C_szDLLTool3DName "Tool3D" #define C_szDLLViewerName "Viewer" #define C_szDLLMaterialName "Material" #define C_szDLLMecaName "Mechanics" #define C_szDLLObjectTableName "ObjectTable" #define C_szDLLSoundName "Sound" #define C_szDLLPartGenName "ParticlesGenerator" #define C_szDLLTutorialName "Tutorial" #define C_szDLLAIEditorName "ArtificialIntelligence" // Shaitan => streaming (banks editor) #define C_szDLLBanksEditorName "BanksEditor" // End Shaitan => streaming (banks editor) // ============================================================================ // ============================================================================ // Object Type Name // ============================================================================ // ============================================================================ // Sector.dll #define C_szSurfaceTypeName "Surface" #define C_szEnvironmentTypeName "Environment" #define C_szMecEnvironmentTypeName "MecEnvironment" #define C_szVisEnvironmentTypeName "VisEnvironment" // Material.dll #define C_szGameMaterialTypeName "GameMaterial" #define C_szVisualMaterialTypeName "VisualMaterial" #define C_szMechanicsMaterialTypeName "MechanicsMaterial" #define C_szCollideMaterialTypeName "CollideMaterial" #define C_szTextureTypeName "Texture" #define C_szMaterialColName "MaterialCol" // _TAction.dll #define C_szActionTypeName "Action" #define C_szStateTypeName "State" #define C_szZATypeName "ZA" #define C_szZAListTypeName "ZAList" // _TFamily.dll #define C_szFamilyTypeName "Family" #define C_szTestPointsListTypeName "TestPointsList" #define C_szChannelTypeName "Channel" // _TAnim.dll #define C_szAnimationTypeName "Animation" // _ObjTable.dll #define C_szObjectTableTypeName "ObjectTable" // Zdd.dll #define C_szZddName "ZDD" #define C_szZdeName "ZDE" #define C_szZdmName "ZDM" #define C_szZdrName "ZDR" #define C_szBoundingVolumeName "BV" #define C_szWayName "Way" // Actor.dll #define C_szActorInstanceTypeName "Actor" #define C_szActorModelTypeName "Actor_Model" #define C_szGenericNameListType "NameList" #define C_szZDeNameListType C_szGenericNameListType C_szZdeName #define C_szZDmNameListType C_szGenericNameListType C_szZdmName #define C_szZDdNameListType C_szGenericNameListType C_szZddName #define C_szZDrNameListType C_szGenericNameListType C_szZdrName #define C_szWayNameListType C_szGenericNameListType C_szWayName #define C_szEdtListTypeName "EdtList" #define C_szObjectNameType "ObjectName" //Meca.dll #define C_szMecaCardTypeName "MecaCard" // Object table DLL #define C_szObjectTableTypeNAme "ObjectTable" // Waypoint.dll #define C_szWayPointTypeName "Waypoint" #define C_szWayTypeName "Way" //ROMTEAM Networks (Gabriela Dumitrascu 25/02/98) #define C_szGraphTypeName "Graph" //ENDROMTEAM Networks (Gabriela Dumitrascu) // Light.dll #define C_szLightTypeName "Light" // Sound DLL #define C_szSoundEventTypeName "SoundEvent" #define C_szSoundInfoMaterialTypeName "SIF_Material" #define C_szSoundInfoEnvironmentTypeName "SIF_Environment" #define C_szLipSynchroTypeName "LipsSynchro" // Particles Generator DLL #define C_szPartGenGeneratorName "ParticlesGenerator" #define C_szPartGenSourceName "GeneratorSource" #define C_szPartGenSystemName "GeneratorSystem" #define C_szPartGenEnvName "GeneratorEnv" //Artificial Intelligence DLL #define C_szIABehaviourTypeName "IA_Behaviour" // Shaitan => streaming (banks editor) #define C_szBankTypeName "Bank" // End Shaitan => streaming (banks editor) // ============================================================================ // ============================================================================ // Query // ============================================================================ // ============================================================================ // Tool3D // ====== // Open #define C_wTool3D_None 0 #define C_wTool3D_Char 1 #define C_wTool3D_Mod_Object 2 #define C_wTool3D_Mod_List 3 #define C_wTool3D_Table 4 #define C_wTool3D_Geom_Object 5 #define C_wTool3D_Viewer 6 #define C_wTool3D_Object 7 // Close // ... // Action #define C_wTool3D_QA_ShowGrid 11 #define C_wTool3D_QA_HideGrid 12 #define C_wTool3D_QA_ShowSelect 13 #define C_wTool3D_QA_HideSelect 14 #define C_wTool3D_QA_NewChar 20 #define C_wTool3D_QA_NewSuperObject 21 #define C_wTool3D_QA_NewTable 22 #define C_wTool3D_QA_NewObject 23 // Info #define C_wTool3D_QI_CanOpenChar 1 #define C_wTool3D_QI_CanOpenMod 2 #define C_wTool3D_QI_CanOpenGeom 3 #define C_wTool3D_QI_CanOpenTable 4 #define C_wTool3D_QI_CanOpenViewer 5 #define C_wTool3D_QI_CanOpenObject 6 #define C_wTool3D_QI_GetState 10 #define C_wTool3D_QI_GetWorld 11 #define C_wTool3D_QI_GetDevice 12 #define C_wTool3D_QI_GetContact 13 #define C_wTool3D_QI_GetSOOnGrid 14 //Actor //===== #define C_uiActor_GetANameList 1 #define C_uiActor_CreateANewObjectList 2 #define C_uiActor_DeleteAnObjectList 3 #define C_uiActor_GetAnObjectList 4 #define C_uiActor_SetAnObjectList 5 #define C_uiActor_SetAnObjectInObjectList 6 #define C_uiActor_GetFirstActorUsingThisList 7 #define C_uiActor_LoadNamesList 8 #define C_uiActor_DisplayActor 10 #define C_uiActor_GetDesignerVariablesView 11 #define C_uiActor_GetIndexOfName 12 #define C_uiActor_GetSelectedActor 13 #define C_uiActor_GetDocument 14 #define C_uiActor_ActionModif 16 #define C_uiActor_ActionDeleted 17 #define C_uiActor_ActionRestored 18 #define C_uiActor_ObjectsTableLoaded 19 #define C_uiActor_IsAnInstance 20 #define C_uiActor_AddDataInWatch 21 #define C_uiActor_RemoveDataFromWatch 22 #define C_uiActor_UpdateTreeView 23 #define C_uiActor_LoadFamilyModels 24 #define C_uiActor_GetAnActorInstance 25 #define C_uiActor_DeleteTempActorInstance 26 // AI // === #define C_uiAI_GetNewDesignerVariableList 01 #define C_uiAI_DeleteDesignerVariableList 02 #define C_uiAI_DesignerVariableView_UpdateDisplayWithValues 10 #define C_uiAI_DesignerVariableView_UpdateDisplay 11 #define C_uiAI_DesignerVariableView_UpdateControls 12 #define C_uiAI_DesignerVariableView_GetOldHeight 13 #define C_uiAI_DesignerVariableView_SetOldHeight 14 #define C_uiAI_DesignerVariableView_GetRuntimeClass 15 #define C_uiAI_GetNewIA 20 #define C_uiAI_GetNewCopyOfIA 21 #define C_uiAI_DeleteIA 22 #define C_uiAI_ShowIA 23 #define C_uiAI_LoadIA 24 #define C_uiAI_ProcessIA 25 #define C_uiAI_SaveIA 26 #define C_uiAI_UpdateIA 27 #define C_uiAI_SaveInitValuesInBrainMS 28 #define C_uiAI_MustSaveAIEntryInModel 29 #define C_uiAI_GetDsgVarName 30 #define C_uiAI_ShowBehaviour 31 #define C_uiAI_ShowEditor 40 #define C_uiAI_HideEditor 41 #define C_uiAI_HasLostFocus 42 #define C_uiAI_MustBuildDebugInfo 50 #define C_uiAI_GetBehaviourName 51 #define C_uiAI_ClearExecutedNodes 52 #define C_uiAI_SetOneExecutedNode 53 #define C_uiAI_ShowBehaviourByEngineNode 54 #define C_uiAI_ShowBehaviourByName 55 #define C_uiAI_ShowFlags 60 #define C_uiAI_ViewVariable 61 #define C_uiAI_DesignerVariableView_HideVariables 62 #define C_uiAI_DesignerVariableView_ShowVariables 63 // BEGIN ROMTEAM Cristi Petrescu 98-08- #define C_uiAI_GetVariableValue 64 #define C_uiAI_GetVariableIndex 65 // END ROMTEAM Cristi Petrescu 98-08- #define C_uiAI_AddVariableInWatch 70 // Shaitan => state list in the level #define C_uiAI_ProcessModifiedIA 71 // End Shaitan => state list in the level // Shaitan => optimisation lists in the level #define C_uiAI_UpdateAndProcessIA 72 // End Shaitan => optimisation lists in the level // Zone // ==== // OnQueryAction #define C_uiQueryEditAnObject 1 #define C_uiQueryEditAnObjectList 2 #define C_uiQueryAnObjectHasBeenChanged 3 #define C_uiQueryCreateZDxObject 4 #define C_uiQueryCreateZDxTestPoints 5 // OnQueryInfos #define C_uiQueryInfoT3DStateChange 1 #define C_uiQueryGetZDxType 2 // Answer to the OnQueryInfos #define C_lNotAZone 0 #define C_lZddOfActor 1 #define C_lZdeOfActor 2 #define C_lZdmOfActor 3 #define C_lZdrOfActor 4 #define C_lZddOfModule 5 #define C_lZdeOfModule 6 #define C_lZdmOfModule 7 #define C_lZdrOfModule 8 //ROMTEAM WorldEditor (Cristi Petrescu 15/12/97) #define C_uiQueryTypeOfZoneByGeometricObject 6 //ENDROMTEAM WorldEditor (Cristi Petrescu) // Way // === // C_uiQueryEditAnObject 1 // C_uiQueryEditAnObjectList 2 // C_uiQueryAnObjectHasBeenChanged 3 -> shared with Zdx #define C_uiQueryCreateWayObject 4 #define C_uiQueryInsertWayObject 5 #define C_uiQueryDeleteWayObject 6 // Family // ====== #define C_uiSaveFamilies 1 #define C_uiLoadAFamily 2 #define C_uiGetUnLoadedFamiliesList 3 #define C_uiGetChannel 4 #define C_uiCreateTPList 5 #define C_uiGetTestPoint 6 #define C_uiUpdateFamilies 7 #define C_uiSetCompleteLoadModeTFA 8 #define C_uiGetCompleteLoadModeTFA 10 // Action // ====== #define C_uiLoadAllActions 1 #define C_uiSaveAction 2 #define C_uiSaveStates 3 #define C_uiRemoveZone 4 #define C_uiLoadZA 5 #define C_uiLoadZAList 6 #define C_uiInsertZone 7 #define C_uiUpdateFamiliesList 8 #define C_uiOpenWithNone 10 #define C_uiOpenWithFamily 11 #define C_uiOpenWithAction 12 #define C_uiOpenWithState 13 #define C_uiOpenWithNameList 14 #define C_uiOpenWithZAList 15 #define C_uiOpenWithZA 16 #define C_uiUpdateZAList 17 #define C_uiUpdateAnimList 18 // Material // ======== #define C_cCreateNewGameMaterial 1 #define C_cGetDefaultGameMaterial 2 // 3DGeom // ====== #define C_uiCreateGeometricObject 1 #define C_uiDeleteGeometricObject 2 #define C_uiComputeOGDType 3 #define C_uiGetOGDTypePath 4 #define C_uiGetOwnerByFileName 5 // Object Table // ============ #define C_uiCreateObjectTable 1 #define C_uiDeleteObjectTable 2 #define C_uiLoadFamilyObjectTables 3 // Light // ===== #define C_uiCreateDynamicLight 1 #define C_uiDeleteDynamicLight 2 // Sound // ===== #define C_uiEngineLoadEvent 1 // TME //===== #define Cw_TME_Query_updateAfterLoading 0 // Light //======= #define C_uiQueryComputeRli 1 // ============================================================================ #endif // __EDITID_H__