Ejemplo n.º 1
0
static INT_PTR CALLBACK DefaultDlgProc(
		HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
	switch (msg) {
		case WM_INITDIALOG:
			theSCPUtil.Init(hWnd);
			break;

		case WM_DESTROY:
			theSCPUtil.Destroy(hWnd);
			break;

		case WM_COMMAND:
			switch (LOWORD(wParam)) {
				case IDC_CLOSE:
					theSCPUtil.iu->CloseUtility();
					break;

				case IDC_BTN1:
					{
					// Open a material browser to find the material to inspect
					Interface *ip = theSCPUtil.ip;

					BOOL newMat,cancel;
					MtlBase *mtlb = ip->DoMaterialBrowseDlg(hWnd,BROWSE_MATSONLY|BROWSE_INSTANCEONLY,newMat,cancel);


					if(!cancel&&mtlb)
					{
						// Check to see if this is one of ours
						if(mtlb->ClassID() == GAMEMTL_CLASSID)
						{

						Mtl *scp = (Mtl*)mtlb;

						// Get the number of pblock2s and references on the mtl
						int num_pblock2 = scp->NumParamBlocks();
						int num_refs = scp->NumRefs();

							// Get the custom parameters
							// We defined two custom parameters in our scripted plugin
							// called GM_Custom1 and GM_Custom2
							// When we walk through the retrieved paramblock2, we can
							// get access to the hardwired internal name and check that
							// against our own names, to see if its the parameter we want
							// This way, its position-independant : it doesn't matter
							// where the parameters ARE in the pblock2, we will find them.
							if(num_pblock2>0)
							{
								// Get the first paramblock2 (the only one in our scripted plugin)
								IParamBlock2 *pb2 = scp->GetParamBlock(0);
								// The the descriptor to 'decode'
								ParamBlockDesc2 *pdc = pb2->GetDesc();

								// Loop through all the defined parameters therein
								for(int i=0;i<pdc->count;i++)
								{
									// Get a ParamDef structure for the parameter
									ParamDef pD = pdc->paramdefs[i];
									

									// Now compare against our names
									// When we match against one we want, we get the 
									// ParamID from the ParamDef and pass it to GetValue of ParamBlock2
									// which will retrieve us the value
									if(stricmp(pD.int_name,"GM_Custom1")==0)
									{
										int itmp = pb2->GetInt(pD.ID,theSCPUtil.ip->GetTime());

										char s[255];
										sprintf(s,"%i",itmp);
										SetWindowText(GetDlgItem(hWnd,IDC_GM1),s);
									}

									if(stricmp(pD.int_name,"GM_Custom2")==0)
									{
										float ftmp = pb2->GetFloat(pD.ID,theSCPUtil.ip->GetTime());

										char s[255];
										sprintf(s,"%.1f%%",ftmp);
										SetWindowText(GetDlgItem(hWnd,IDC_GM2),s);
									}

								}

								// Mustn't forget to...
								pb2->ReleaseDesc();
							}


							// With a scripted plugin that overrides/extends an existing plugin,
							// the original "delegate" is kept as Reference 0.
							// If the scripted plugin is a brand new one, Ref 0 will be the first
							// paramblock2, and ref n will be paramblock2 n, if applicable.
							//
							// In this case, we get a poitner back to the original Standard Material
							// that we override, and get its Diffuse color
							Mtl *delegate = (Mtl*)scp->GetReference(0);
							theSCPUtil.cs->SetColor(delegate->GetDiffuse());

						}
						else
						{
							// The user chose something that wasn't a GameMtl class
							MessageBox(hWnd,"Chosen Material Is NOT a GAMEMTL!","Error",MB_OK);
						}
					}

					}
					break;
			}
			break;


		default:
			return FALSE;
	}
	return TRUE;
}
Ejemplo n.º 2
0
bool mrShaderFilter::Include(MtlBase& mtlBase, DWORD flags)
{
	Interface* ip = GetCOREInterface();
	if (!ip) {
		return false;
	}
	// Validate using the class ID
	ClassDesc* classDesc = ip->GetDllDir().ClassDir().FindClass( mtlBase.SuperClassID(), mtlBase.ClassID() );
	DbgAssert(classDesc != NULL);
	if(classDesc != NULL) {
		return Include(*classDesc, flags);
	}
	else {
		return true;
	}
}