reman3/Rayman_X/cpa/tempgrp/TAn/inc/ANinterf.hpp

98 lines
3.1 KiB
C++

//**************************************
// 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__