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