void CDialogPref::OnButtonImportBnClicked(WORD wNotifyCode, WORD wID, HWND hWndCtl)
{
    pfc::string8_fast filename, lang_filetype, lang_import;

    if (uGetOpenFileName(m_hWnd, load_lang(IDS_CONF_IMPORT_FILETYPE, lang_filetype), 0, "cfg", load_lang(IDS_IMPORT_IMPORT, lang_import), NULL, filename, FALSE))
        g_sci_prop_sets.import_from_file(filename);

    LoadProps();
}
BOOL CDialogPref::OnInitDialog(HWND hwndFocus, LPARAM lParam)
{
    // Check "Safe mode"
    uButton_SetCheck(m_hWnd, IDC_CHECK_SAFE_MODE, g_cfg_safe_mode);
    DoDataExchange();

    // Enable Visual Style
    if (helpers::is_vista())
        SetWindowTheme(m_props.m_hWnd, L"explorer", NULL);

    // Show Grid lines (XP only)
    m_props.SetExtendedListViewStyle(LVS_EX_FULLROWSELECT | (helpers::is_vista() ? LVS_EX_DOUBLEBUFFER : LVS_EX_GRIDLINES));
    pfc::string8 lang_col;
    m_props.AddColumn(pfc::stringcvt::string_wide_from_utf8(load_lang(IDS_UI_PROPERTY_NAME, lang_col)), 0);
    m_props.SetColumnWidth(0, 140);
    m_props.AddColumn(pfc::stringcvt::string_wide_from_utf8(load_lang(IDS_UI_PROPERTY_VALUE, lang_col)), 1);
    m_props.SetColumnWidth(1, 260);
    LoadProps();

    return TRUE; // set focus to default control
}
void CDialogPref::reset()
{
    g_cfg_safe_mode = true;
    LoadProps(true);
    OnChanged();
}
void LevelFactory::ReadXML(const std::string& aFilePath)
{
	Prism::Engine::GetInstance()->GetModelLoader()->Pause();

	Prism::Engine::GetInstance()->myIsLoading = true;


	FindTextures("Data/Resource/Texture/Particle/");

	myCurrentLevel->myScene = new Prism::Scene();
	myCurrentLevel->myWeaponFactory = new WeaponFactory();
	myCurrentLevel->myWeaponFactory->LoadWeapons("Data/Script/LI_list_weapon.xml");
	myCurrentLevel->myWeaponFactory->LoadProjectiles("Data/Script/LI_list_projectile.xml");
	myCurrentLevel->myEntityFactory = new EntityFactory(myCurrentLevel->myWeaponFactory);
	myCurrentLevel->myEntityFactory->LoadEntites("Data/Script/LI_list_entity.xml", myDifficults[myCurrentDifficultyID].myMultiplier);
	myCurrentLevel->myCollisionManager = new CollisionManager();
	myCurrentLevel->myBulletManager = new BulletManager(*myCurrentLevel->myCollisionManager, *myCurrentLevel->myScene);
	myCurrentLevel->myBulletManager->LoadFromFactory(myCurrentLevel->myWeaponFactory, myCurrentLevel->myEntityFactory, "Data/Script/LI_list_projectile.xml");

	myDirectionalLights.DeleteAll();
	myPointLights.DeleteAll();
	mySpotLights.DeleteAll();


	LoadPlayer();

	myCurrentLevel->myEmitterManager = new EmitterManager(myCurrentLevel->myPlayer);
	

	ReadLevelSettings();
	myCurrentLevel->myEntities.Add(myCurrentLevel->myPlayer);
	myCurrentLevel->myCamera = new Prism::Camera(myCurrentLevel->myPlayer->myOrientation);
	myCurrentLevel->myPlayer->GetComponent<GUIComponent>()->SetCamera(myCurrentLevel->myCamera);
	myCurrentLevel->GetEmitterManager()->AddEmitter(myCurrentLevel->myPlayer->GetComponent<ParticleEmitterComponent>());
	myCurrentLevel->myPlayer->SetPlayerScene(*myCurrentLevel->myScene);

	Sleep(10);
	XMLReader reader;
	reader.OpenDocument(aFilePath);
	tinyxml2::XMLElement* levelElement = reader.ForceFindFirstChild("root");
	levelElement = reader.ForceFindFirstChild(levelElement, "scene");
	std::string skySphere;
	std::string cubeMap;
	std::string missionXML;
	std::string eventXML;
	std::string conversationXML;

	reader.ForceReadAttribute(reader.ForceFindFirstChild(levelElement, "missionxml"), "source", missionXML);
	reader.ForceReadAttribute(reader.ForceFindFirstChild(levelElement, "eventxml"), "source", eventXML);
	reader.ForceReadAttribute(reader.ForceFindFirstChild(levelElement, "conversationxml"), "source", conversationXML);

	CU::Vector3<float> playerPos;
	CU::Vector3<float> playerRot;
	tinyxml2::XMLElement* playerPosElement;
	playerPosElement = reader.ForceFindFirstChild(levelElement, "PlayerStartTranslate");
	playerPosElement = reader.ForceFindFirstChild(playerPosElement, "position");
	reader.ForceReadAttribute(playerPosElement, "X", playerPos.x);
	reader.ForceReadAttribute(playerPosElement, "Y", playerPos.y);
	reader.ForceReadAttribute(playerPosElement, "Z", playerPos.z);
	
	playerPosElement = reader.ForceFindFirstChild(levelElement, "PlayerStartTranslate");
	playerPosElement = reader.ForceFindFirstChild(playerPosElement, "rotation");
	reader.ForceReadAttribute(playerPosElement, "X", playerRot.x);
	reader.ForceReadAttribute(playerPosElement, "Y", playerRot.y);
	reader.ForceReadAttribute(playerPosElement, "Z", playerRot.z);

	myCurrentLevel->myPlayer->myOrientation = CU::Matrix44f();

	myCurrentLevel->myPlayer->myOrientation = myCurrentLevel->myPlayer->myOrientation.CreateRotateAroundX(playerRot.x) 
		* myCurrentLevel->myPlayer->myOrientation;
	myCurrentLevel->myPlayer->myOrientation = myCurrentLevel->myPlayer->myOrientation.CreateRotateAroundY(playerRot.y) 
		* myCurrentLevel->myPlayer->myOrientation;
	myCurrentLevel->myPlayer->myOrientation = myCurrentLevel->myPlayer->myOrientation.CreateRotateAroundZ(playerRot.z) 
		* myCurrentLevel->myPlayer->myOrientation;

	myCurrentLevel->myPlayer->myOrientation = CU::GetOrientation(myCurrentLevel->myPlayer->myOrientation, playerRot);

	myCurrentLevel->myPlayer->myOrientation.SetPos(playerPos * 10.f);
	myCurrentLevel->myPlayer->myOriginalOrientation = myCurrentLevel->myPlayer->myOrientation;

	myCurrentLevel->myPlayer->Reset();

	myCurrentLevel->myConversationManager = new ConversationManager(conversationXML);
	myCurrentLevel->myMissionManager = new MissionManager(*myCurrentLevel, *myCurrentLevel->myPlayer, missionXML);
	myCurrentLevel->myEventManager = new EventManager(eventXML, *myCurrentLevel->myConversationManager
		, *myCurrentLevel->myPlayer);

	reader.ReadAttribute(reader.ForceFindFirstChild(levelElement, "skysphere"), "source", skySphere);
	reader.ReadAttribute(reader.ForceFindFirstChild(levelElement, "cubemap"), "source", cubeMap);

	Prism::Engine::GetInstance()->GetEffectContainer()->SetCubeMap(cubeMap);

	SetSkySphere(skySphere, "Data/Resource/Shader/S_effect_skybox.fx");

	LoadLights(reader, levelElement);
	LoadProps(reader, levelElement);
	LoadDefendables(reader, levelElement, myDifficults[myCurrentDifficultyID].myHealthMultiplier);
	LoadStructures(reader, levelElement);
	LoadTriggers(reader, levelElement);
	LoadPowerups(reader, levelElement);
	
	reader.CloseDocument();

	myCurrentLevel->myEMPHexagon = new Entity(eEntityType::EMP, *myCurrentLevel->myScene, Prism::eOctreeType::STATIC
		, "EMP");
	myCurrentLevel->myEMPHexagon->AddComponent<GraphicsComponent>()->Init("Data/Resource/Model/Weapon/SM_emp_hexasphere.fbx"
		, "Data/Resource/Shader/S_effect_emp.fx");

	myCurrentLevel->myEMPHexagon2 = new Entity(eEntityType::EMP, *myCurrentLevel->myScene, Prism::eOctreeType::STATIC
		, "EMP");
	myCurrentLevel->myEMPHexagon2->AddComponent<GraphicsComponent>()->Init("Data/Resource/Model/Weapon/SM_emp_hexasphere.fbx"
		, "Data/Resource/Shader/S_effect_emp.fx");


	for (int i = 0; i < myCurrentLevel->myEntities.Size(); ++i)
	{
		if (myCurrentLevel->myEntities[i]->GetComponent<AIComponent>() != nullptr)
		{
			std::string targetName = myCurrentLevel->myEntities[i]->GetComponent<AIComponent>()->GetTargetName();
			Entity* target = myCurrentLevel->GetEntityWithName(targetName);
			myCurrentLevel->myEntities[i]->GetComponent<AIComponent>()->SetEntityToFollow(myCurrentLevel->myPlayer, myCurrentLevel->myPlayer);
			if (target != nullptr)
			{
				myCurrentLevel->myEntities[i]->GetComponent<AIComponent>()->SetEntityToFollow(target, myCurrentLevel->myPlayer);
			}
		}

		if (myCurrentLevel->myEntities[i]->GetComponent<ParticleEmitterComponent>() != nullptr)
		{
			myCurrentLevel->myEmitterManager->AddEmitter(myCurrentLevel->myEntities[i]->GetComponent<ParticleEmitterComponent>());
		}
	}

	for (int i = 0; i < static_cast<int>(eBulletType::COUNT); ++i)
	{
		if (i <= 8)
		{
			for (int j = 0; j < myCurrentLevel->myBulletManager->GetBullet(i)->myPlayerBullets.Size(); ++j)
			{
				if (myCurrentLevel->myBulletManager->GetBullet(i)->myPlayerBullets[j]->GetComponent<ParticleEmitterComponent>() != nullptr)
				{
					myCurrentLevel->myEmitterManager->AddEmitter(myCurrentLevel->myBulletManager->GetBullet(i)->myPlayerBullets[j]->GetComponent<ParticleEmitterComponent>());
				}
				if (myCurrentLevel->myBulletManager->GetBullet(i)->myEnemyBullets[j]->GetComponent<ParticleEmitterComponent>() != nullptr)
				{
					myCurrentLevel->myEmitterManager->AddEmitter(myCurrentLevel->myBulletManager->GetBullet(i)->myEnemyBullets[j]->GetComponent<ParticleEmitterComponent>());
				}
			}
		}
	}
	AddToScene();

	myCurrentLevel->myMissionManager->Init();

	myCurrentLevel->myPlayer->GetComponent<InputComponent>()->SetSkyPosition();
	myCurrentLevel->myPlayer->GetComponent<GUIComponent>()->SetCockpitOrientation();

	Prism::Engine::GetInstance()->GetModelLoader()->UnPause();
	Prism::Engine::GetInstance()->GetModelLoader()->WaitUntilFinished();


	
	Prism::Engine::GetInstance()->GetEffectContainer()->GetEffect("Data/Resource/Shader/S_effect_pbl.fx")->SetAmbientHue(myAmbientHue);
	Prism::Engine::GetInstance()->myIsLoading = false;

	myIsLoading = false;
}