// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net //--------------------------------------------------------------------------- // NiMAXShaderDialog inline functions //--------------------------------------------------------------------------- //--------------------------------------------------------------------------- inline int NiMAXShaderDialog::FindSubTexFromHWND(HWND hw) { for (long i=0; iGetHwnd()) return texmapFromMBut[i]; } return -1; } //--------------------------------------------------------------------------- inline Class_ID NiMAXShaderDialog::ClassID() { return NISHADER_CLASSID; } //--------------------------------------------------------------------------- inline void NiMAXShaderDialog::DeleteThis() { NiDelete this; } //--------------------------------------------------------------------------- inline void NiMAXShaderDialog::SetThing(ReferenceTarget *m) { m_pMtl = (StdMat2*)m; } //--------------------------------------------------------------------------- inline void NiMAXShaderDialog::SetThings( StdMat2* theMtl, Shader* theShader ) { m_pShader = (NiMAXShader *) theShader; if (m_pShader) m_pShader->SetParamDlg(this); m_pMtl = theMtl; } //--------------------------------------------------------------------------- inline ReferenceTarget* NiMAXShaderDialog::GetThing() { return (ReferenceTarget*) m_pMtl; } //--------------------------------------------------------------------------- inline Shader* NiMAXShaderDialog::GetShader() { return m_pShader; } //--------------------------------------------------------------------------- inline void NiMAXShaderDialog::SetTime(TimeValue t) { if (!m_pShader->m_validInterval.InInterval(t)) { Interval v; m_pShader->Update(t,v); LoadDialog(TRUE); } m_curTime = t; } //--------------------------------------------------------------------------- // Is there a keyframe at this time? inline BOOL NiMAXShaderDialog::KeyAtCurTime(int id) { return m_pShader->KeyAtTime(id,m_curTime); } //--------------------------------------------------------------------------- inline void NiMAXShaderDialog::ActivateDlg( BOOL dlgOn ) { m_isActive = dlgOn; } //--------------------------------------------------------------------------- inline HWND NiMAXShaderDialog::GetHWnd() { return m_hRollup; } //--------------------------------------------------------------------------- inline void NiMAXShaderDialog::NotifyChanged() { m_pShader->NotifyChanged(); } //--------------------------------------------------------------------------- inline void NiMAXShaderDialog::ReloadDialog() { Interval v; m_pShader->Update(m_pMtlPar->GetTime(), v); LoadDialog(FALSE); } //--------------------------------------------------------------------------- inline void NiMAXShaderDialog::UpdateDialog( ParamID paramId ) { ReloadDialog(); } //--------------------------------------------------------------------------- inline void NiMAXShaderDialog::UpdateMtlDisplay() { m_pMtlPar->MtlChanged(); } //--------------------------------------------------------------------------- // Start editing a color swatch inline void NiMAXShaderDialog::SelectEditColor(int i) { m_colorSwatch[ i ]->EditThis(FALSE); } //---------------------------------------------------------------------------