Beispiel #1
0
FloatValue* 	CPropHelper::CreateAngle 	(PropItemVec& items, shared_str key, float* val, float mn, float mx, float inc, int decim)
{   FloatValue* V					= (FloatValue*)	AppendValue		(items,key,xr_new<FloatValue>(val,mn,mx,inc,decim),PROP_NUMERIC);
    V->OnAfterEditEvent.bind		(this,&CPropHelper::floatRDOnAfterEdit);
    V->OnBeforeEditEvent.bind		(this,&CPropHelper::floatRDOnBeforeEdit); 
    V->Owner()->OnDrawTextEvent.bind(this,&CPropHelper::floatRDOnDraw);
    return V;						
}
Beispiel #2
0
float
TableCellFloatRenderer::PreferredValueWidth(Value* _value, BView* targetView)
{
	FloatValue* value = dynamic_cast<FloatValue*>(_value);
	if (value == NULL)
		return 0;

	char buffer[64];
	snprintf(buffer, sizeof(buffer), "%g", value->GetValue());

	return TableCellValueRendererUtils::PreferredStringWidth(targetView,
		buffer);
}
Beispiel #3
0
void
TableCellFloatRenderer::RenderValue(Value* _value, BRect rect, BView* targetView)
{
	FloatValue* value = dynamic_cast<FloatValue*>(_value);
	if (value == NULL)
		return;

	char buffer[64];
	snprintf(buffer, sizeof(buffer), "%g", value->GetValue());

	TableCellValueRendererUtils::DrawString(targetView, rect, buffer,
		B_ALIGN_RIGHT, true);
}
Beispiel #4
0
	bool
FloatValue::operator == (FloatValue & x)
{
	x.parse();
	return (value_ == x.value_);
}
Beispiel #5
0
void PS::CPEDef::FillProp(LPCSTR pref, ::PropItemVec& items, ::ListItem* owner)
{
	ButtonValue* B;
    PropValue* P = 0;

	B=PHelper().CreateButton				(items,PrepareKey(pref,"Control"),"Play(F5),Stop(F6),Stop...(F7)",ButtonValue::flFirstOnly);
    B->OnBtnClickEvent.bind					(this,&PS::CPEDef::OnControlClick);
	RTextValue* R = PHelper().CreateRText	(items,PrepareKey(pref,"Name"),&m_Name);
    R->OnAfterEditEvent.bind				(this,&PS::CPEDef::NameOnAfterEdit);


    // max particles
    PHelper().CreateS32		(items,PrepareKey				(pref,"Max Particles"),					&m_MaxParticles,  0, 100000);
//    P->OnChangeEvent		= OnFlagChange;
	// time limit
    P=PHelper().CreateFlag32(items,PrepareKey				(pref,"Time Limit"),		  			&m_Flags, dfTimeLimit);
    P->OnChangeEvent.bind	(this,&PS::CPEDef::OnFlagChange);
    if (m_Flags.is(dfTimeLimit))
	    PHelper().CreateFloat	(items,PrepareKey			(pref,"Time Limit\\Value (sec)"),		&m_fTimeLimit,  0, 10000.f);
	// sprite
    P=PHelper().CreateFlag32(items,PrepareKey				(pref,"Sprite"),		 	   			&m_Flags, dfSprite);
    P->OnChangeEvent.bind	(this,&PS::CPEDef::OnFlagChange);
    if (m_Flags.is(dfSprite)){
	    P=PHelper().CreateChoose(items,PrepareKey			(pref,"Sprite\\Texture"), 	   			&m_TextureName, smTexture, 0,0, 2);
        P->OnChangeEvent.bind	(this,&PS::CPEDef::OnShaderChange);
	    P=PHelper().CreateChoose(items,PrepareKey			(pref,"Sprite\\Shader"), 	   			&m_ShaderName,	smEShader);
        P->OnChangeEvent.bind	(this,&PS::CPEDef::OnShaderChange);
    	// frame
        P=PHelper().CreateFlag32(items,PrepareKey			(pref,"Sprite\\Culling"),			 	&m_Flags, dfCulling);
        P->OnChangeEvent.bind	(this,&PS::CPEDef::OnFlagChange);
        if (m_Flags.is(CPEDef::dfCulling))
        	PHelper().CreateFlag32(items,PrepareKey			(pref,"Sprite\\Culling\\CCW"),			&m_Flags, dfCullCCW);
        P=PHelper().CreateFlag32(items,PrepareKey			(pref,"Sprite\\Frame"),		 		 	&m_Flags, dfFramed);
        P->OnChangeEvent.bind	(this,&PS::CPEDef::OnFlagChange);
        if (m_Flags.is(dfFramed)){
            PHelper().CreateFlag32(items,PrepareKey		(pref,"Sprite\\Frame\\Random Init"), 	&m_Flags, dfRandomFrame);
            PHelper().CreateS32	(items,PrepareKey			(pref,"Sprite\\Frame\\Count"),			&m_Frame.m_iFrameCount, 1,256);
            P=PHelper().CreateFloat(items,PrepareKey		(pref,"Sprite\\Frame\\Size U (0..1)"),	&m_Frame.m_fTexSize.x, EPS_S,1.f,0.001f,8);
            P->OnChangeEvent.bind	(this,&PS::CPEDef::OnFrameResize);
            PHelper().CreateFloat	(items,PrepareKey	   	(pref,"Sprite\\Frame\\Size V (0..1)"),	&m_Frame.m_fTexSize.y, EPS_S,1.f,0.001f,8);
	        // animate
            P=PHelper().CreateFlag32(items,PrepareKey		(pref,"Sprite\\Animated"),				&m_Flags, dfAnimated);
            P->OnChangeEvent.bind	(this,&PS::CPEDef::OnFlagChange);
            if (m_Flags.is(dfAnimated)){
                PHelper().CreateFlag32(items,PrepareKey	(pref,"Sprite\\Animated\\Random Playback"),	&m_Flags, dfRandomPlayback);
		    	PHelper().CreateFloat(items,PrepareKey		(pref,"Sprite\\Animated\\Speed"),		&m_Frame.m_fSpeed, 0.f,1000.f);
            }
        }
    }
	// align to path
    P=PHelper().CreateFlag32(items,PrepareKey	(pref,"Movement\\Align To Path"), 					&m_Flags, dfAlignToPath);
    P->OnChangeEvent.bind	(this,&PS::CPEDef::OnFlagChange);
    if (m_Flags.is(dfAlignToPath)){
	    PHelper().CreateFlag32(items,PrepareKey	(pref,"Movement\\Align To Path\\Face Align"), 		&m_Flags, dfFaceAlign);
	    PHelper().CreateFlag32(items,PrepareKey	(pref,"Movement\\Align To Path\\Default World Align"), &m_Flags, dfWorldAlign);
    	PHelper().CreateAngle3(items,PrepareKey	(pref,"Movement\\Align To Path\\Default Rotate"),	&m_APDefaultRotation);
    }
	// velocity scale                                                           
    P=PHelper().CreateFlag32(items,PrepareKey	(pref,"Movement\\Velocity Scale"),					&m_Flags, dfVelocityScale);
    P->OnChangeEvent.bind	(this,&PS::CPEDef::OnFlagChange);
    if (m_Flags.is(dfVelocityScale))
    	PHelper().CreateVector(items,PrepareKey	(pref,"Movement\\Velocity Scale\\Value"),			&m_VelocityScale, -1000.f, 1000.f);
	// collision
    P=PHelper().CreateFlag32(items,PrepareKey	(pref,"Movement\\Collision"),						&m_Flags, dfCollision);
    P->OnChangeEvent.bind	(this,&PS::CPEDef::OnFlagChange);
    FloatValue*	V 			= 0;
    if (m_Flags.is(dfCollision)){
    	PHelper().CreateFlag32(items,PrepareKey(pref,"Movement\\Collision\\Collide With Dynamic"),	&m_Flags, dfCollisionDyn);
    	PHelper().CreateFlag32(items,PrepareKey(pref,"Movement\\Collision\\Destroy On Contact"),	&m_Flags, dfCollisionDel);
	    V=PHelper().CreateFloat	(items,PrepareKey	(pref,"Movement\\Collision\\Friction"),			&m_fCollideOneMinusFriction,0.f, 1.f);
        V->OnBeforeEditEvent.bind	(this,&PS::CPEDef::CollisionFrictionOnBeforeEdit);
        V->OnAfterEditEvent.bind	(this,&PS::CPEDef::CollisionFrictionOnAfterEdit);
        V->Owner()->OnDrawTextEvent.bind(this,&PS::CPEDef::CollisionFrictionOnDraw);
	    PHelper().CreateFloat		(items,PrepareKey	(pref,"Movement\\Collision\\Resilence"), 	&m_fCollideResilience, 		0.f, 1.f);
	    V=PHelper().CreateFloat		(items,PrepareKey	(pref,"Movement\\Collision\\Cutoff"),	 	&m_fCollideSqrCutoff, 		0.f, P_MAXFLOAT);
        V->OnBeforeEditEvent.bind	(this,&PS::CPEDef::CollisionCutoffOnBeforeEdit);
        V->OnAfterEditEvent.bind	(this,&PS::CPEDef::CollisionCutoffOnAfterEdit);
        V->Owner()->OnDrawTextEvent.bind(this,&PS::CPEDef::CollisionCutoffOnDraw);
    }
    // actions
	B=::PHelper().CreateButton(items,PrepareKey(pref,"Actions\\Edit"),"Append",ButtonValue::flFirstOnly);
    B->OnBtnClickEvent.bind	(this,&PS::CPEDef::OnActionsClick);
	for (EPAVecIt s_it=m_EActionList.begin(); s_it!=m_EActionList.end(); s_it++)
    {
    	u32 clr				= (*s_it)->flags.is(EParticleAction::flEnabled)?clBlack:clSilver;
    	shared_str a_pref		= PrepareKey(pref,"Actions",AnsiString().sprintf("%s (%s)",*(*s_it)->actionType,*(*s_it)->actionName).c_str());

        ButtonValue* B			= PHelper().CreateButton(items,a_pref,"Up,Down,Remove",ButtonValue::flFirstOnly); B->tag = (s_it-m_EActionList.begin());
        B->Owner()->prop_color	= clr;
        B->OnBtnClickEvent.bind	(this,&PS::CPEDef::OnActionEditClick);

        RTextValue* R;
		R=PHelper().CreateRText	(items,PrepareKey(a_pref.c_str(),"Name"),&(*s_it)->actionName);
        R->OnAfterEditEvent.bind(this,&PS::CPEDef::OnAfterActionNameEdit);
        R->Owner()->prop_color	= clr;
    	(*s_it)->FillProp	(items,a_pref.c_str(),clr);
    }
}
Beispiel #6
0
void PS::CPEDef::CollisionCutoffOnDraw(PropValue* sender, xr_string& draw_val)
{    
	FloatValue* V	= dynamic_cast<FloatValue*>(sender); VERIFY(V);
	draw_sprintf(draw_val,_sqrt(V->GetValue()),V->dec);
}
Beispiel #7
0
void PS::CPEDef::CollisionFrictionOnDraw(PropValue* sender, xr_string& draw_val)
{    
	FloatValue* V	= dynamic_cast<FloatValue*>(sender); VERIFY(V);
	draw_sprintf(draw_val,1.f-V->GetValue(),V->dec);
}