ParamDlg* SampleShaderPlugin::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) { IAutoMParamDlg* masterDlg = SampleShaderPluginDesc.CreateParamDlgs(hwMtlEdit, imp, this); uvGenDlg = uvGen->CreateParamDlg(hwMtlEdit, imp); masterDlg->AddDlg(uvGenDlg); //TODO: Set the user dialog proc of the param block, and do other initialization return masterDlg; }
ParamDlg* Output::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) { // create the rollout dialogs IAutoMParamDlg* masterDlg = maskCD.CreateParamDlgs(hwMtlEdit, imp, this); texoutDlg = texout->CreateParamDlg(hwMtlEdit, imp); // add the secondary dialogs to the master masterDlg->AddDlg(texoutDlg); return masterDlg; }
ParamDlg* BerconTile::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) { IAutoMParamDlg* masterDlg = BerconTileDesc.CreateParamDlgs(hwMtlEdit, imp, this); texoutDlg = texout->CreateParamDlg(hwMtlEdit, imp); masterDlg->AddDlg(texoutDlg); BerconTile_param_blk.SetUserDlgProc(new BerconTileDlgProc(this)); xyz_blk.SetUserDlgProc(new BerconXYZDlgProc(this)); EnableStuff(GetCOREInterface()->GetTime()); return masterDlg; }
ParamDlg* BerconNoise::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) { IAutoMParamDlg* masterDlg = BerconNoiseDesc.CreateParamDlgs(hwMtlEdit, imp, this); texoutDlg = texout->CreateParamDlg(hwMtlEdit, imp); masterDlg->AddDlg(texoutDlg); berconnoise_param_blk.SetUserDlgProc(new BerconNoiseDlgProc(this)); BerconCurve_param_blk.SetUserDlgProc(new BerconCurveDlgProcNOISE(this)); xyz_blk.SetUserDlgProc(new BerconXYZDlgProc(this)); EnableStuff(); return masterDlg; }
ParamDlg* plLayerTex::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) { fMtlParams = imp; IAutoMParamDlg* masterDlg = plLayerTexDesc.CreateParamDlgs(hwMtlEdit, imp, this); fUVGenDlg = fUVGen->CreateParamDlg(hwMtlEdit, imp); masterDlg->AddDlg(fUVGenDlg); return masterDlg; }
ParamDlg* BerconGradient::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) { //xyzGenDlg = xyzGen->CreateParamDlg(hwMtlEdit, imp); IAutoMParamDlg* masterDlg = BerconGradientDesc.CreateParamDlgs(hwMtlEdit, imp, this); texoutDlg = texout->CreateParamDlg(hwMtlEdit, imp); //masterDlg->AddDlg(xyzGenDlg); masterDlg->AddDlg(texoutDlg); gradientmap_param_blk.SetUserDlgProc(new BerconGradientDlgProc(this)); BerconCurve_param_blk.SetUserDlgProc(new BerconCurveDlgProcGRADIENT(this)); xyz_blk.SetUserDlgProc(new BerconXYZDlgProc(this)); EnableStuff(); return masterDlg; }
ParamDlg* PainterTextureSample::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) { IAutoMParamDlg* masterDlg = PainterTextureSampleDesc.CreateParamDlgs(hwMtlEdit, imp, this); uvGenDlg = uvGen->CreateParamDlg(hwMtlEdit, imp); masterDlg->AddDlg(uvGenDlg); paintertexturesample_param_blk.SetUserDlgProc(new PaintTextureTestDlgProc(this)); //TODO: Set the user dialog proc of the param block, and do other initialization return masterDlg; }
ParamDlg* Wood::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) { // create the rollout dialogs xyzGenDlg = xyzGen->CreateParamDlg(hwMtlEdit, imp); IAutoMParamDlg* masterDlg = woodCD.CreateParamDlgs(hwMtlEdit, imp, this); // add the secondary dialogs to the master masterDlg->AddDlg(xyzGenDlg); //attach a dlg proc to handle the swap button wood_param_blk.SetUserDlgProc(new WoodDlgProc(this)); return masterDlg; }
ParamDlg* Gradient::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) { // JBW: the main difference here is the automatic creation of a ParamDlg by the new // ClassDesc2 function CreateParamDlgs(). This mirrors the way BeginEditParams() // can be redirected to the ClassDesc2 for automatic ParamMap2 management. In this // case a special subclass of ParamDlg, AutoMParamDlg, defined in IParamm2.h, is // created. It can act as a 'master' ParamDlg to which you can add any number of // secondary dialogs and it will make sure all the secondary dialogs are kept // up-to-date and deleted as necessary. // Here you see we create the Coordinate, Gradient and Output ParamDlgs in the desired // order, and then add the Coordinate and Output dlgs as secondaries to the // Gradient master AutoMParamDlg so it will keep them up-to-date automatically // create the rollout dialogs uvGenDlg = uvGen->CreateParamDlg(hwMtlEdit, imp); IAutoMParamDlg* masterDlg = gradCD.CreateParamDlgs(hwMtlEdit, imp, this); texoutDlg = texout->CreateParamDlg(hwMtlEdit, imp); // add the secondary dialogs to the master masterDlg->AddDlg(uvGenDlg); masterDlg->AddDlg(texoutDlg); EnableStuff(); return masterDlg; }
ParamDlg* CellTex::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) { // paramDlg = new CellTexParamDlg(this,imp,hwMtlEdit); // return paramDlg; // create the rollout dialogs xyzGenDlg = xyzGen->CreateParamDlg(hwMtlEdit, imp); IAutoMParamDlg* masterDlg = cellTexCD.CreateParamDlgs(hwMtlEdit, imp, this); texoutDlg = texout->CreateParamDlg(hwMtlEdit, imp); // add the secondary dialogs to the master masterDlg->AddDlg(xyzGenDlg); masterDlg->AddDlg(texoutDlg); // celTex_param_blk.SetUserDlgProc(new NoiseDlgProc(this)); return masterDlg; }
// This method gets called when the material or texture is to be displayed // in the material editor parameters area. ParamDlg* Planet::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) { // Allocate a new instance of ParamDlg to manage the UI. This will // create the rollup page in the materials editor. // PlanetDlg *planetDlg = new PlanetDlg(hwMtlEdit, imp, this); // Update the dialog display with the proper values of the texture. // planetDlg->LoadDialog(); // paramDlg = planetDlg; // return planetDlg; // create the rollout dialogs xyzGenDlg = xyzGen->CreateParamDlg(hwMtlEdit, imp); IAutoMParamDlg* masterDlg = planetCD.CreateParamDlgs(hwMtlEdit, imp, this); // add the secondary dialogs to the master masterDlg->AddDlg(xyzGenDlg); return masterDlg; }
// This method gets called when the material or texture is to be displayed // in the material editor parameters area. ParamDlg* Speckle::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) { // Allocate a new instance of ParamDlg to manage the UI. This will // create the rollup page in the materials editor. // SpeckleDlg *speckleDlg = new SpeckleDlg(hwMtlEdit, imp, this); // Update the dialog display with the proper values of the texture. // speckleDlg->LoadDialog(); // paramDlg = speckleDlg; // return speckleDlg; xyzGenDlg = xyzGen->CreateParamDlg(hwMtlEdit, imp); IAutoMParamDlg* masterDlg = speckleCD.CreateParamDlgs(hwMtlEdit, imp, this); // add the secondary dialogs to the master masterDlg->AddDlg(xyzGenDlg); speckle_param_blk.SetUserDlgProc(new SpeckleDlgProc(this)); return masterDlg; }
ParamDlg* Noise::CreateParamDlg(HWND hwMtlEdit, IMtlParams *imp) { // JBW: the main difference here is the automatic creation of a ParamDlg by the new // ClassDesc2 function CreateParamDlgs(). This mirrors the way BeginEditParams() // can be redirected to the ClassDesc2 for automatic ParamMap2 management. In this // case a special subclass of ParamDlg, AutoMParamDlg, defined in IParamm2.h, is // created. It can act as a 'master' ParamDlg to which you can add any number of // secondary dialogs and it will make sure all the secondary dialogs are kept // up-to-date and deleted as necessary. // create the rollout dialogs xyzGenDlg = xyzGen->CreateParamDlg(hwMtlEdit, imp); IAutoMParamDlg* masterDlg = noiseCD.CreateParamDlgs(hwMtlEdit, imp, this); texoutDlg = texout->CreateParamDlg(hwMtlEdit, imp); // add the secondary dialogs to the master masterDlg->AddDlg(xyzGenDlg); masterDlg->AddDlg(texoutDlg); noise_param_blk.SetUserDlgProc(new NoiseDlgProc(this)); EnableStuff(); return masterDlg; }