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gate.h
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gate.h
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// Gate.h: Definition of the Gate class
//
//////////////////////////////////////////////////////////////////////
#pragma once
#if !defined(AFX_GATE_H__EDC63CB2_226F_4606_99A9_0C2DB8FE1E3B__INCLUDED_)
#define AFX_GATE_H__EDC63CB2_226F_4606_99A9_0C2DB8FE1E3B__INCLUDED_
#include "resource.h" // main symbols
/////////////////////////////////////////////////////////////////////////////
// Gate
class GateData
{
public:
Vertex2D m_vCenter;
float m_length;
float m_height;
float m_rotation;
char m_szMaterial[32];
TimerDataRoot m_tdr;
float m_elasticity;
float m_friction;
float m_damping;
float m_gravityfactor;
float m_scatter;
char m_szSurface[MAXTOKEN];
float m_angleMin;
float m_angleMax;
GateType m_type;
bool m_fShowBracket;
bool m_fCollidable;
bool m_fVisible;
bool m_twoWay;
bool m_fReflectionEnabled;
};
class Gate :
public IDispatchImpl<IGate, &IID_IGate, &LIBID_VPinballLib>,
//public ISupportErrorInfo,
public CComObjectRoot,
public CComCoClass<Gate, &CLSID_Gate>,
public EventProxy<Gate, &DIID_IGateEvents>,
public IConnectionPointContainerImpl<Gate>,
public IProvideClassInfo2Impl<&CLSID_Gate, &DIID_IGateEvents, &LIBID_VPinballLib>,
public ISelect,
public IEditable,
public Hitable,
public IScriptable,
public IFireEvents,
public IPerPropertyBrowsing // Ability to fill in dropdown in property browser
{
public:
Gate();
void SetGateType(GateType type);
~Gate();
BEGIN_COM_MAP(Gate)
COM_INTERFACE_ENTRY(IDispatch)
COM_INTERFACE_ENTRY(IGate)
//COM_INTERFACE_ENTRY(ISupportErrorInfo)
COM_INTERFACE_ENTRY_IMPL(IConnectionPointContainer)
COM_INTERFACE_ENTRY(IPerPropertyBrowsing)
COM_INTERFACE_ENTRY(IProvideClassInfo)
COM_INTERFACE_ENTRY(IProvideClassInfo2)
END_COM_MAP()
//DECLARE_NOT_AGGREGATABLE(Light)
// Remove the comment from the line above if you don't want your object to
// support aggregation.
BEGIN_CONNECTION_POINT_MAP(Gate)
CONNECTION_POINT_ENTRY(DIID_IGateEvents)
END_CONNECTION_POINT_MAP()
STANDARD_EDITABLE_DECLARES(Gate, eItemGate, GATE, 1)
//DECLARE_NOT_AGGREGATABLE(Gate)
// Remove the comment from the line above if you don't want your object to
// support aggregation.
DECLARE_REGISTRY_RESOURCEID(IDR_GATE)
// ISupportsErrorInfo
STDMETHOD(InterfaceSupportsErrorInfo)(REFIID riid);
virtual void GetDialogPanes(vector<PropertyPane*> &pvproppane);
virtual void MoveOffset(const float dx, const float dy);
virtual void SetObjectPos();
// Multi-object manipulation
virtual Vertex2D GetCenter() const;
virtual void PutCenter(const Vertex2D& pv);
virtual void SetDefaultPhysics(bool fromMouseClick);
virtual void RenderBlueprint(Sur *psur, const bool solid);
virtual void ExportMesh(FILE *f);
virtual unsigned long long GetMaterialID() const { return m_ptable->GetMaterial(m_d.m_szMaterial)->hash(); }
virtual ItemTypeEnum HitableGetItemType() const { return eItemGate; }
virtual void WriteRegDefaults();
void UpdateWire();
void RenderObject();
void GenerateBracketMesh(Vertex3D_NoTex2 *buf);
void GenerateWireMesh(Vertex3D_NoTex2 *buf);
void UpdateUnitsInfo();
GateData m_d;
private:
PinTable * m_ptable;
LineSeg *m_plineseg;
HitGate *m_phitgate;
VertexBuffer *wireVertexBuffer;
IndexBuffer *wireIndexBuffer;
float m_vertexbuffer_angle;
VertexBuffer *bracketVertexBuffer;
IndexBuffer *bracketIndexBuffer;
const Vertex3D_NoTex2 *m_vertices;
const WORD *m_indices;
unsigned int m_numVertices;
unsigned int m_numIndices;
float baseHeight;
// IGate
public:
STDMETHOD(get_Elasticity)(/*[out, retval]*/ float *pVal);
STDMETHOD(put_Elasticity)(/*[in]*/ float newVal);
STDMETHOD(get_Open)(/*[out, retval]*/ VARIANT_BOOL *pVal);
STDMETHOD(put_Open)(/*[in]*/ VARIANT_BOOL newVal);
STDMETHOD(get_Surface)(/*[out, retval]*/ BSTR *pVal);
STDMETHOD(put_Surface)(/*[in]*/ BSTR newVal);
STDMETHOD(get_Y)(/*[out, retval]*/ float *pVal);
STDMETHOD(put_Y)(/*[in]*/ float newVal);
STDMETHOD(get_X)(/*[out, retval]*/ float *pVal);
STDMETHOD(put_X)(/*[in]*/ float newVal);
STDMETHOD(get_Rotation)(/*[out, retval]*/ float *pVal);
STDMETHOD(put_Rotation)(/*[in]*/ float newVal);
STDMETHOD(get_Length)(/*[out, retval]*/ float *pVal);
STDMETHOD(put_Length)(/*[in]*/ float newVal);
STDMETHOD(get_Material)(/*[out, retval]*/ BSTR *pVal);
STDMETHOD(put_Material)(/*[in]*/ BSTR newVal);
STDMETHOD(get_Height)(/*[out, retval]*/ float *pVal);
STDMETHOD(put_Height)(/*[in]*/ float newVal);
STDMETHOD(get_ShowBracket)(/*[out, retval]*/ VARIANT_BOOL *pVal);
STDMETHOD(put_ShowBracket)(/*[in]*/ VARIANT_BOOL newVal);
STDMETHOD(get_CloseAngle)(/*[out, retval]*/ float *pVal);
STDMETHOD(put_CloseAngle)(/*[in]*/ float newVal);
STDMETHOD(get_OpenAngle)(/*[out, retval]*/ float *pVal);
STDMETHOD(put_OpenAngle)(/*[in]*/ float newVal);
STDMETHOD(get_Collidable)(/*[out, retval]*/ VARIANT_BOOL *pVal);
STDMETHOD(put_Collidable)(/*[in]*/ VARIANT_BOOL newVal);
STDMETHOD(Move)(int dir, float speed, float angle);
STDMETHOD(get_Friction)(/*[out, retval]*/ float *pVal);
STDMETHOD(put_Friction)(/*[in]*/ float newVal);
STDMETHOD(get_Damping)(/*[out, retval]*/ float *pVal);
STDMETHOD(put_Damping)(/*[in]*/ float newVal);
STDMETHOD(get_GravityFactor)(/*[out, retval]*/ float *pVal);
STDMETHOD(put_GravityFactor)(/*[in]*/ float newVal);
STDMETHOD(get_Visible)(/*[out, retval]*/ VARIANT_BOOL *pVal);
STDMETHOD(put_Visible)(/*[in]*/ VARIANT_BOOL newVal);
STDMETHOD(get_TwoWay)(/*[out, retval]*/ VARIANT_BOOL *pVal);
STDMETHOD(put_TwoWay)(/*[in]*/ VARIANT_BOOL newVal);
STDMETHOD(get_CurrentAngle)(/*[out, retval]*/ float *pVal);
STDMETHOD(get_ReflectionEnabled)(/*[out, retval]*/ VARIANT_BOOL *pVal);
STDMETHOD(put_ReflectionEnabled)(/*[in]*/ VARIANT_BOOL newVal);
STDMETHOD(get_DrawStyle)(/*[out, retval]*/ GateType *pVal);
STDMETHOD(put_DrawStyle)(/*[in]*/ GateType newVal);
};
#endif // !defined(AFX_GATE_H__EDC63CB2_226F_4606_99A9_0C2DB8FE1E3B__INCLUDED_)