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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
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228
Code/Tests/PhysTest/DataView.cpp
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228
Code/Tests/PhysTest/DataView.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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// DataView.cpp : implementation file
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//
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#include "stdafx.h"
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#include "phystest.h"
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#include "DataView.h"
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#include "PhysTestDoc.h"
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#include "assetmgr.h"
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#include "rendobj.h"
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#include "pscene.h"
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#include "phys.h"
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#include "physlist.h"
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#include "mainfrm.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CDataView
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IMPLEMENT_DYNCREATE(CDataView, CTreeView)
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CDataView::CDataView() :
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ModelsRoot(NULL),
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InstancesRoot(NULL)
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{
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}
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CDataView::~CDataView()
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{
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}
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void CDataView::Rebuild_Tree(void)
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{
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// Turn off repainting
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GetTreeCtrl ().SetRedraw (FALSE);
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// wipe clean
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GetTreeCtrl().DeleteItem(ModelsRoot);
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GetTreeCtrl().DeleteItem(InstancesRoot);
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ModelsRoot = GetTreeCtrl().InsertItem("Models", NULL, NULL);
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InstancesRoot = GetTreeCtrl().InsertItem ("Physics Object Instances", NULL, NULL);
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// MODELS
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// Get an iterator from the asset manager that we can
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// use to enumerate the currently loaded assets
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RenderObjIterator * obj_iterator = WW3DAssetManager::Get_Instance()->Create_Render_Obj_Iterator();
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ASSERT(obj_iterator);
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if (obj_iterator) {
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// Loop through all the assets in the manager
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for (obj_iterator->First (); !obj_iterator->Is_Done(); obj_iterator->Next()) {
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// If the asset is an HLOD, add it to our possible model list
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if (obj_iterator->Current_Item_Class_ID() == RenderObjClass::CLASSID_HLOD) {
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const char * model_name = obj_iterator->Current_Item_Name();
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// Add this entry to the tree
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HTREEITEM hItem = GetTreeCtrl().InsertItem(model_name,NULL,0,ModelsRoot,TVI_SORT);
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ASSERT (hItem != NULL);
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ItemInfoClass * item_info = new ItemInfoClass(model_name,ItemInfoClass::MODEL);
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GetTreeCtrl().SetItemData(hItem, (ULONG)item_info);
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}
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}
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// Free the enumerator object we created earlier
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WW3DAssetManager::Get_Instance()->Release_Render_Obj_Iterator(obj_iterator);
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}
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// PHYSICS OBJECT INSTANCES
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CPhysTestDoc * doc = (CPhysTestDoc *)GetDocument();
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RefPhysListIterator phys_iterator = PhysicsSceneClass::Get_Instance()->Get_Dynamic_Object_Iterator();
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for (phys_iterator.First();!phys_iterator.Is_Done();phys_iterator.Next()) {
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const char * instance_name = phys_iterator.Peek_Obj()->Get_Name();
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if (instance_name != NULL) {
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// Add this entry to the tree
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HTREEITEM hItem = GetTreeCtrl().InsertItem(instance_name,NULL,0,InstancesRoot,TVI_SORT);
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ASSERT (hItem != NULL);
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ItemInfoClass * item_info = new ItemInfoClass(instance_name,ItemInfoClass::INSTANCE);
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item_info->Instance = phys_iterator.Peek_Obj();
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GetTreeCtrl().SetItemData(hItem, (ULONG)item_info);
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}
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}
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// Turn;repainting back on and force a redraw
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GetTreeCtrl().SetRedraw (TRUE);
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Invalidate(FALSE);
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UpdateWindow();
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}
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ItemInfoClass * CDataView::Get_Selected_Item(void)
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{
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ItemInfoClass * item_info = NULL;
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// Get the currently selected node from the tree control
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HTREEITEM htree_item = GetTreeCtrl ().GetSelectedItem ();
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if (htree_item != NULL) {
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// Get the data associated with this item
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item_info = (ItemInfoClass *)GetTreeCtrl().GetItemData(htree_item);
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}
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// Return the asset information associated with the current item
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return item_info;
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}
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void CDataView::Save(ChunkSaveClass & csave)
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{
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}
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void CDataView::Load(ChunkLoadClass & cload)
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{
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}
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BEGIN_MESSAGE_MAP(CDataView, CTreeView)
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//{{AFX_MSG_MAP(CDataView)
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ON_WM_CREATE()
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ON_NOTIFY_REFLECT(TVN_DELETEITEM, OnDeleteitem)
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ON_NOTIFY_REFLECT(TVN_SELCHANGED, OnSelchanged)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CDataView drawing
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void CDataView::OnDraw(CDC* pDC)
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{
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CDocument* pDoc = GetDocument();
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// TODO: add draw code here
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}
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/////////////////////////////////////////////////////////////////////////////
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// CDataView diagnostics
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#ifdef _DEBUG
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void CDataView::AssertValid() const
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{
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CTreeView::AssertValid();
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}
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void CDataView::Dump(CDumpContext& dc) const
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{
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CTreeView::Dump(dc);
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}
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#endif //_DEBUG
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/////////////////////////////////////////////////////////////////////////////
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// CDataView message handlers
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BOOL CDataView::PreCreateWindow(CREATESTRUCT& cs)
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{
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// Modify the style bits for the window so it will
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// have buttons and lines between nodes.
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cs.style |= TVS_HASBUTTONS | TVS_HASLINES | TVS_LINESATROOT | TVS_SHOWSELALWAYS;
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return CTreeView::PreCreateWindow(cs);
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}
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int CDataView::OnCreate(LPCREATESTRUCT lpCreateStruct)
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{
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if (CTreeView::OnCreate(lpCreateStruct) == -1)
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return -1;
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ModelsRoot = GetTreeCtrl().InsertItem("Models", NULL, NULL);
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InstancesRoot = GetTreeCtrl().InsertItem ("Physics Object Instances", NULL, NULL);
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return 0;
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}
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void CDataView::OnDeleteitem(NMHDR* pNMHDR, LRESULT* pResult)
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{
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NM_TREEVIEW* pNMTreeView = (NM_TREEVIEW*)pNMHDR;
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ItemInfoClass * item_info = (ItemInfoClass *)pNMTreeView->itemOld.lParam;
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// Free the asset information object
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if (item_info != NULL) {
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delete item_info;
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}
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// Reset the data associated with this entry
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GetTreeCtrl().SetItemData(pNMTreeView->itemOld.hItem, NULL);
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*pResult = 0;
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}
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void CDataView::OnSelchanged(NMHDR* pNMHDR, LRESULT* pResult)
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{
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// just tell the main window that the selection changed so it
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// can link/unlink the virtual joystick.
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((CMainFrame *)::AfxGetMainWnd())->Notify_Selection_Changed();
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*pResult = 0;
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}
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