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https://github.com/electronicarts/CnC_Renegade.git
synced 2026-02-04 07:53:58 -05:00
Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
316
Code/Tools/LevelEdit/SunlightDialog.cpp
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316
Code/Tools/LevelEdit/SunlightDialog.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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// SunlightDialog.cpp : implementation file
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//
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#include "stdafx.h"
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#include "leveledit.h"
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#include "SunlightDialog.h"
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#include "Utils.H"
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#include "Light.H"
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#include "SceneEditor.H"
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#include "Utils.h"
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#include "colorpickerdialogclass.h"
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#include "phys.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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// SunlightDialogClass dialog
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SunlightDialogClass::SunlightDialogClass(CWnd* pParent /*=NULL*/)
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: m_pSunlight (NULL),
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CDialog(SunlightDialogClass::IDD, pParent)
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{
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//{{AFX_DATA_INIT(SunlightDialogClass)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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}
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SunlightDialogClass::~SunlightDialogClass (void)
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{
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MEMBER_RELEASE (m_pSunlight);
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return ;
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}
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void SunlightDialogClass::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(SunlightDialogClass)
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DDX_Control(pDX, IDC_YAW_SLIDER, m_YawSlider);
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DDX_Control(pDX, IDC_PITCH_SLIDER, m_PitchSlider);
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DDX_Control(pDX, IDC_INTENSITY_SLIDER, m_IntensitySlider);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(SunlightDialogClass, CDialog)
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//{{AFX_MSG_MAP(SunlightDialogClass)
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ON_WM_HSCROLL()
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ON_BN_CLICKED(IDC_COLOR, OnColor)
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ON_WM_DRAWITEM()
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ON_EN_UPDATE(IDC_PITCH_EDIT, OnUpdatePitchEdit)
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ON_EN_KILLFOCUS(IDC_PITCH_EDIT, OnKillfocusPitchEdit)
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ON_EN_KILLFOCUS(IDC_YAW_EDIT, OnKillfocusYawEdit)
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ON_EN_UPDATE(IDC_YAW_EDIT, OnUpdateYawEdit)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnInitDialog
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//
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/////////////////////////////////////////////////////////////////////////////
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BOOL
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SunlightDialogClass::OnInitDialog (void)
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{
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// Allow the base class to process this message
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CDialog::OnInitDialog ();
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m_pSunlight = ::Get_Scene_Editor ()->Get_Sun_Light ();
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ASSERT (m_pSunlight != NULL);
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m_pSunlight->Get_Diffuse (&m_Color);
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::Get_Scene_Editor ()->Get_Sun_Light_Orientation (&m_Yaw, &m_Pitch);
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m_Intensity = m_pSunlight->Get_Intensity ();
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m_Yaw = WWMath::Wrap (m_Yaw, 0, DEG_TO_RADF (360));
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m_Pitch = WWMath::Wrap (m_Pitch, 0, DEG_TO_RADF (90));
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m_YawSlider.SetRange (0, 360);
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m_PitchSlider.SetRange (0, 90);
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m_IntensitySlider.SetRange (0, 100);
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m_YawSlider.SetPos ((int)(RAD_TO_DEG (m_Yaw) + 0.5F));
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m_PitchSlider.SetPos ((int)(RAD_TO_DEG (m_Pitch) + 0.5F));
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m_IntensitySlider.SetPos ((m_Intensity * 100));
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::SetDlgItemFloat (m_hWnd, IDC_YAW_EDIT, (float)m_YawSlider.GetPos ());
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::SetDlgItemFloat (m_hWnd, IDC_PITCH_EDIT, (float)m_PitchSlider.GetPos ());
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return TRUE;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnHScroll
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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SunlightDialogClass::OnHScroll
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(
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UINT nSBCode,
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UINT nPos,
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CScrollBar* pScrollBar
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)
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{
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if (pScrollBar == GetDlgItem (IDC_YAW_SLIDER)) {
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m_Yaw = DEG_TO_RAD ((float)m_YawSlider.GetPos ());
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::Get_Scene_Editor ()->Set_Sun_Light_Orientation (m_Yaw, m_Pitch);
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::Get_Scene_Editor ()->Update_Lighting ();
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::SetDlgItemFloat (m_hWnd, IDC_YAW_EDIT, (float)m_YawSlider.GetPos ());
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::Get_Scene_Editor ()->Update_Lighting ();
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} else if (pScrollBar == GetDlgItem (IDC_PITCH_SLIDER)) {
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m_Pitch = DEG_TO_RAD ((float)m_PitchSlider.GetPos ());
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::Get_Scene_Editor ()->Set_Sun_Light_Orientation (m_Yaw, m_Pitch);
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::Get_Scene_Editor ()->Update_Lighting ();
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::SetDlgItemFloat (m_hWnd, IDC_PITCH_EDIT, (float)m_PitchSlider.GetPos ());
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::Get_Scene_Editor ()->Update_Lighting ();
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} else if (pScrollBar == GetDlgItem (IDC_INTENSITY_SLIDER)) {
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int pos = m_IntensitySlider.GetPos ();
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m_Intensity = ((float)pos) / 100.0F;
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m_pSunlight->Set_Intensity (m_Intensity);
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::Get_Scene_Editor ()->Update_Lighting ();
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}
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::Refresh_Main_View ();
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// Allow the base class to process this message
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CDialog::OnHScroll(nSBCode, nPos, pScrollBar);
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnColor
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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SunlightDialogClass::OnColor (void)
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{
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int red = m_Color.X * 255;
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int green = m_Color.Y * 255;
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int blue = m_Color.Z * 255;
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//
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// Display a dialog to the user that will allow them to select a color
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//
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if (::Show_Color_Picker (&red, &green, &blue)) {
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//
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// Get the color from the picker and pass it onto the manager
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//
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m_Color.X = ((float)red) / 255.0F;
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m_Color.Y = ((float)green) / 255.0F;
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m_Color.Z = ((float)blue) / 255.0F;
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m_pSunlight->Set_Diffuse (m_Color);
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//
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// Repaint the views
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//
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::InvalidateRect (::GetDlgItem (m_hWnd, IDC_BK_COLOR), NULL, TRUE);
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::Get_Scene_Editor ()->Update_Lighting ();
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::Refresh_Main_View ();
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}
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnDrawItem
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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SunlightDialogClass::OnDrawItem
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(
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int nIDCtl,
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LPDRAWITEMSTRUCT lpDrawItemStruct
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)
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{
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// Determine what state to draw the button in (pushed or normal)
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UINT state = DFCS_BUTTONPUSH | DFCS_ADJUSTRECT;
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if (lpDrawItemStruct->itemState & ODS_SELECTED) {
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state |= DFCS_PUSHED;
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}
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// Draw the button's outline
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CRect rect = lpDrawItemStruct->rcItem;
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::DrawFrameControl (lpDrawItemStruct->hDC, rect, DFC_BUTTON, state);
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// Fill the button with the appropriate color
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CDC temp_dc;
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temp_dc.Attach (lpDrawItemStruct->hDC);
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temp_dc.FillSolidRect (&rect, RGB (int(m_Color.X * 255), int(m_Color.Y * 255), int(m_Color.Z * 255)));
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temp_dc.Detach ();
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// Draw the focus rectangle if necessary
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if (lpDrawItemStruct->itemState & ODS_FOCUS) {
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::DrawFocusRect (lpDrawItemStruct->hDC, &rect);
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}
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// Allow the base class to process this message
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CDialog::OnDrawItem(nIDCtl, lpDrawItemStruct);
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnUpdatePitchEdit
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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SunlightDialogClass::OnUpdatePitchEdit (void)
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{
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float pitch_deg = ::GetDlgItemFloat (m_hWnd, IDC_PITCH_EDIT);
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m_Pitch = DEG_TO_RAD (pitch_deg);
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::Get_Scene_Editor ()->Set_Sun_Light_Orientation (m_Yaw, m_Pitch);
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::Get_Scene_Editor ()->Update_Lighting ();
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m_PitchSlider.SetPos ((int)pitch_deg);
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::Refresh_Main_View ();
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnKillfocusPitchEdit
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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SunlightDialogClass::OnKillfocusPitchEdit (void)
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{
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float pitch_deg = ::GetDlgItemFloat (m_hWnd, IDC_PITCH_EDIT);
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if (pitch_deg > 90.0F) {
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pitch_deg = 90.0F;
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::SetDlgItemFloat (m_hWnd, IDC_PITCH_EDIT, pitch_deg);
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m_Pitch = DEG_TO_RAD (pitch_deg);
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::Get_Scene_Editor ()->Set_Sun_Light_Orientation (m_Yaw, m_Pitch);
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::Get_Scene_Editor ()->Update_Lighting ();
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::Refresh_Main_View ();
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}
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnKillfocusYawEdit
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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SunlightDialogClass::OnKillfocusYawEdit (void)
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{
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float yaw_deg = ::GetDlgItemFloat (m_hWnd, IDC_YAW_EDIT);
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if (yaw_deg > 360.0F) {
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yaw_deg = 360.0F;
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::SetDlgItemFloat (m_hWnd, IDC_YAW_EDIT, yaw_deg);
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m_Yaw = DEG_TO_RAD (yaw_deg);
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::Get_Scene_Editor ()->Set_Sun_Light_Orientation (m_Yaw, m_Pitch);
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::Get_Scene_Editor ()->Update_Lighting ();
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::Refresh_Main_View ();
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}
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnUpdateYawEdit
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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SunlightDialogClass::OnUpdateYawEdit (void)
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{
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float yaw_deg = ::GetDlgItemFloat (m_hWnd, IDC_YAW_EDIT);
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m_Yaw = DEG_TO_RAD (yaw_deg);
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::Get_Scene_Editor ()->Set_Sun_Light_Orientation (m_Yaw, m_Pitch);
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::Get_Scene_Editor ()->Update_Lighting ();
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m_YawSlider.SetPos ((int)yaw_deg);
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::Refresh_Main_View ();
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return ;
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}
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