Files
Client/GameTools/WORLDCREATOR/PageDuengunLight.cpp
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

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// PageDuengunLight.cpp : implementation file
//
#include "stdafx.h"
#include "worldcreator.h"
#include "PageDuengunLight.h"
#include "SceneManager.h"
#include "MainFrm.h"
#include "WorldCreatorView.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CPageDuengunLight property page
IMPLEMENT_DYNCREATE(CPageDuengunLight, CPropertyPage)
CPageDuengunLight::CPageDuengunLight() : CPropertyPage(CPageDuengunLight::IDD)
{
//{{AFX_DATA_INIT(CPageDuengunLight)
m_bToggle = TRUE;
m_bPick = FALSE;
//}}AFX_DATA_INIT
}
CPageDuengunLight::~CPageDuengunLight()
{
}
void CPageDuengunLight::DoDataExchange(CDataExchange* pDX)
{
CPropertyPage::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CPageDuengunLight)
DDX_Control(pDX, IDC_LIST1, m_ctrlLightList);
DDX_Check(pDX, IDC_CHECK1, m_bToggle);
DDX_Check(pDX, IDC_PICK, m_bPick);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CPageDuengunLight, CPropertyPage)
//{{AFX_MSG_MAP(CPageDuengunLight)
ON_BN_CLICKED(IDC_CHECK1, OnCheck1)
ON_BN_CLICKED(IDC_BUTTON1, OnButton1)
ON_BN_CLICKED(IDC_PICK, OnPick)
ON_BN_CLICKED(IDC_LISTUPDATE, OnListupdate)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CPageDuengunLight message handlers
void CPageDuengunLight::OnCheck1()
{
// TODO: Add your control notification handler code here
m_bToggle = (m_bToggle == TRUE) ? FALSE : TRUE;
CSceneManager::m_RBspSceneManager.m_pCurrentBspScene->m_bVisLightBox = (m_bToggle == TRUE) ? true : false;
UpdateData(FALSE);
}
void CPageDuengunLight::UpdateList()
{
if(CSceneManager::m_RBspSceneManager.m_pCurrentBspScene != NULL)
{
RBspScene *pScene = NULL;
if(CSceneManager::m_RBspSceneManager.m_pCurrentBspScene != NULL)
pScene = CSceneManager::m_RBspSceneManager.m_pCurrentBspScene;
else
pScene = CSceneManager::m_RBspSceneManager.m_lstBspScene[CSceneManager::m_RBspSceneManager.m_pCurrentBspScene->m_iRBspLeafIndex];
int iLeaf = pScene->m_iLeafsNum;
int i,j;
// List <20>ʱ<EFBFBD>ȭ
m_ctrlLightList.DeleteAllItems();
for( i = 0; i < iLeaf; i++ )
{
RBspScene::RBspLeafEx *pLeaf = &(pScene->m_pLeafExs[i]);
for(j = 0; j < pLeaf->m_iLightNum; j++)
{
RBspScene::RBspLight LightNode = pLeaf->m_lstLight[j];
// Insert Item
LV_ITEM item;
item.iItem = m_ctrlLightList.GetItemCount();
item.mask = LVIF_TEXT;
item.iSubItem = 0;
CString Tmp;
// Leaf Index Setting
Tmp.Format("%d",i);
item.pszText = Tmp.LockBuffer();
m_ctrlLightList.InsertItem(&item);
// Red
Tmp.Format("%d",(int)(LightNode.m_fRed * 255.0f));
m_ctrlLightList.SetItemText(item.iItem,1,Tmp);
// Green
Tmp.Format("%d",(int)(LightNode.m_fGreen * 255.0f));
m_ctrlLightList.SetItemText(item.iItem,2,Tmp);
// Blue
Tmp.Format("%d",(int)(LightNode.m_fBlue * 255.0f));
m_ctrlLightList.SetItemText(item.iItem,3,Tmp);
// Range
Tmp.Format("%f",LightNode.m_vecLightRange.x);
m_ctrlLightList.SetItemText(item.iItem,4,Tmp);
}
}
}
else
{
MessageBox("Bsp <20><><EFBFBD>ΰ<EFBFBD> <20>ƴϰų<CFB0> Leaf <20><><EFBFBD><20>߸<EFBFBD><DFB8>Ǿ<EFBFBD><C7BE><EFBFBD><EFBFBD>ϴ<EFBFBD>.");
}
}
void CPageDuengunLight::OnButton1()
{
// TODO: Add your control notification handler code here
if((CSceneManager::m_RBspSceneManager.m_pCurrentBspScene != NULL) &&
(CSceneManager::m_RBspSceneManager.m_pCurrentBspScene->m_iRBspLeafIndex != -1))
{
CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
CWorldCreatorView *av=(CWorldCreatorView *)mf->GetActiveView();
D3DXMATRIX matView;
av->m_SceneManager->GetDevice()->GetTransform(D3DTS_VIEW,&matView);
D3DXMatrixInverse(&matView,NULL,&matView);
vector3 vecPos = vector3(matView._41,matView._42,matView._43);
m_DlgLight.m_strPos.Format("X : %f Y : %f Z : %f",vecPos.x,vecPos.y,vecPos.z);
m_DlgLight.m_iLeaf = CSceneManager::m_RBspSceneManager.m_pCurrentBspScene->m_iRBspLeafIndex;
m_DlgLight.DoModal();
RBspScene *pScene = CSceneManager::m_RBspSceneManager.m_pCurrentBspScene;
int iLeaf = CSceneManager::m_RBspSceneManager.m_pCurrentBspScene->m_iRBspLeafIndex;
D3DXVECTOR3 vecEffect = D3DXVECTOR3(vecPos.x,vecPos.y,vecPos.z);
pScene->m_pLeafExs[iLeaf].InputLight(0,vecEffect,D3DXVECTOR3(m_DlgLight.m_fRange,m_DlgLight.m_fRange,m_DlgLight.m_fRange),
m_DlgLight.m_uiRed,m_DlgLight.m_uiGreen,m_DlgLight.m_uiBlue,false,false);
// Insert Item
LV_ITEM item;
item.iItem = m_ctrlLightList.GetItemCount();
item.mask = LVIF_TEXT;
item.iSubItem = 0;
CString Tmp;
Tmp.Format("%d",iLeaf);
item.pszText = Tmp.LockBuffer();
m_ctrlLightList.InsertItem(&item);
Tmp.Format("%d",(int)m_DlgLight.m_uiRed);
m_ctrlLightList.SetItemText(item.iItem,1,Tmp);
Tmp.Format("%d",(int)m_DlgLight.m_uiGreen);
m_ctrlLightList.SetItemText(item.iItem,2,Tmp);
Tmp.Format("%d",(int)m_DlgLight.m_uiBlue);
m_ctrlLightList.SetItemText(item.iItem,3,Tmp);
Tmp.Format("%f",m_DlgLight.m_fRange);
m_ctrlLightList.SetItemText(item.iItem,4,Tmp);
}
else
{
MessageBox("Bsp <20><><EFBFBD>ΰ<EFBFBD> <20>ƴϰų<CFB0> Leaf <20><><EFBFBD><20>߸<EFBFBD><DFB8>Ǿ<EFBFBD><C7BE><EFBFBD><EFBFBD>ϴ<EFBFBD>.");
}
}
BOOL CPageDuengunLight::OnInitDialog()
{
CPropertyPage::OnInitDialog();
DWORD dwStyle;
dwStyle = m_ctrlLightList.SendMessage(LVM_GETEXTENDEDLISTVIEWSTYLE, 0 ,0);
dwStyle |= LVS_EX_FULLROWSELECT|LVS_EX_GRIDLINES ;
m_ctrlLightList.SendMessage( LVM_SETEXTENDEDLISTVIEWSTYLE, 0,dwStyle );
m_ctrlLightList.InsertColumn(0,"<EFBFBD>ͼ<EFBFBD> Leaf",LVCFMT_LEFT,70);
m_ctrlLightList.InsertColumn(1,"Red", LVCFMT_LEFT,50);
m_ctrlLightList.InsertColumn(2,"Green", LVCFMT_LEFT,50);
m_ctrlLightList.InsertColumn(3,"Blue", LVCFMT_LEFT,50);
m_ctrlLightList.InsertColumn(4,"Range",LVCFMT_LEFT,70);
// TODO: Add extra initialization here
UpdateList();
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
void CPageDuengunLight::OnPick()
{
// TODO: Add your control notification handler code here
m_bPick = (m_bPick == TRUE) ? FALSE : TRUE;
CMainFrame *mf=(CMainFrame*)AfxGetApp()->m_pMainWnd;
if(m_bPick == TRUE)
{
mf->m_PickMode = 98;
}
else
{
mf->m_PickMode = -1;
}
}
BOOL CPageDuengunLight::OnSetActive()
{
// TODO: Add your specialized code here and/or call the base class
UpdateList();
return CPropertyPage::OnSetActive();
}
void CPageDuengunLight::OnListupdate()
{
// TODO: Add your control notification handler code here
UpdateList();
UpdateData(FALSE);
}