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bumper.h
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bumper.h
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// Bumper.h: Definition of the Bumper class
//
//////////////////////////////////////////////////////////////////////
#pragma once
#if !defined(AFX_BUMPER_H__9A202FF0_7FAE_49BF_AA4C_C01C692E6DD9__INCLUDED_)
#define AFX_BUMPER_H__9A202FF0_7FAE_49BF_AA4C_C01C692E6DD9__INCLUDED_
#include "resource.h" // main symbols
class IBlink
{
public:
virtual void DrawFrame(BOOL fOn) = 0;
char m_rgblinkpattern[33];
int m_blinkinterval;
int m_timenextblink;
int m_iblinkframe;
void UpdateBlinker(int time_msec)
{
if (m_timenextblink <= time_msec)
{
m_iblinkframe++;
char cnew = m_rgblinkpattern[m_iblinkframe];
if (cnew == 0)
{
m_iblinkframe = 0;
cnew = m_rgblinkpattern[0];
}
DrawFrame(cnew == '1');
m_timenextblink += m_blinkinterval;
}
}
void RestartBlinker(int cur_time_msec)
{
m_iblinkframe = 0;
const char cnew = m_rgblinkpattern[m_iblinkframe];
DrawFrame(cnew == '1');
m_timenextblink = cur_time_msec + m_blinkinterval;
}
};
class BumperData
{
public:
Vertex2D m_vCenter;
float m_radius;
float m_threshold; // speed at which ball needs to hit to register a hit
float m_force; // force the bumper kicks back with
float m_heightoffset;
TimerDataRoot m_tdr;
float m_overhang;
COLORREF m_color;
COLORREF m_sidecolor;
char m_szImage[MAXTOKEN];
char m_szSurface[MAXTOKEN];
LightState m_state;
BOOL m_fFlashWhenHit; // Hacky flag for cool auto-behavior
BOOL m_fCastsShadow;
BOOL m_fVisible;
BOOL m_fSideVisible;
//char m_rgblinkpattern[33];
//int m_blinkinterval;
};
/////////////////////////////////////////////////////////////////////////////
// Bumper
class Bumper :
//public CComObjectRootEx<CComSingleThreadModel>,
public IDispatchImpl<IBumper, &IID_IBumper, &LIBID_VPinballLib>,
//public ISupportErrorInfo,
public CComObjectRoot,
public CComCoClass<Bumper,&CLSID_Bumper>,
#ifdef VBA
public CApcProjectItem<Bumper>,
#endif
public EventProxy<Bumper, &DIID_IBumperEvents>,
public IConnectionPointContainerImpl<Bumper>,
public IProvideClassInfo2Impl<&CLSID_Bumper, &DIID_IBumperEvents, &LIBID_VPinballLib>,
public ISelect,
public IEditable,
public Hitable,
public IScriptable,
public IBlink,
public IFireEvents,
public IPerPropertyBrowsing // Ability to fill in dropdown in property browser
//public EditableImpl<Bumper>
{
public:
Bumper();
~Bumper();
BEGIN_COM_MAP(Bumper)
COM_INTERFACE_ENTRY(IDispatch)
COM_INTERFACE_ENTRY(IBumper)
//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(Bumper)
// Remove the comment from the line above if you don't want your object to
// support aggregation.
STANDARD_DISPATCH_DECLARE
STANDARD_EDITABLE_DECLARES(eItemBumper)
BEGIN_CONNECTION_POINT_MAP(Bumper)
CONNECTION_POINT_ENTRY(DIID_IBumperEvents)
END_CONNECTION_POINT_MAP()
DECLARE_REGISTRY_RESOURCEID(IDR_BUMPER)
// ISupportsErrorInfo
STDMETHOD(InterfaceSupportsErrorInfo)(REFIID riid);
virtual void MoveOffset(const float dx, const float dy);
virtual void SetObjectPos();
virtual void RenderShadow(ShadowSur * const psur, const float height);
//virtual HRESULT GetTypeName(BSTR *pVal);
virtual void GetDialogPanes(Vector<PropertyPane> *pvproppane);
// Multi-object manipulation
virtual void GetCenter(Vertex2D * const pv) const;
virtual void PutCenter(const Vertex2D * const pv);
virtual void DrawFrame(BOOL fOn);
void WriteRegDefaults();
PinTable *m_ptable;
BumperData m_d;
BumperHitCircle *m_pbumperhitcircle;
//>>> Added By Chris
BOOL m_fDisabled;
LightState m_realState;
void lockLight();
void unLockLight();
void setLightStateBypass(const LightState newVal);
void setLightState(const LightState newVal);
//<<<
private:
VertexBuffer *vtxBuf;
IndexBuffer *idxBuf;
Material topLitMaterial;
Material topNonLitMaterial;
Material sideLitMaterial;
Material sideNonLitMaterial;
Material litMaterial;
Material nonLitMaterial;
bool m_fLockedByLS;
// IBumper
public:
STDMETHOD(get_SideColor)(/*[out, retval]*/ OLE_COLOR *pVal);
STDMETHOD(put_SideColor)(/*[in]*/ OLE_COLOR newVal);
STDMETHOD(get_FlashWhenHit)(/*[out, retval]*/ VARIANT_BOOL *pVal);
STDMETHOD(put_FlashWhenHit)(/*[in]*/ VARIANT_BOOL newVal);
STDMETHOD(get_BlinkInterval)(/*[out, retval]*/ long *pVal);
STDMETHOD(put_BlinkInterval)(/*[in]*/ long newVal);
STDMETHOD(get_BlinkPattern)(/*[out, retval]*/ BSTR *pVal);
STDMETHOD(put_BlinkPattern)(/*[in]*/ BSTR newVal);
STDMETHOD(get_State)(/*[out, retval]*/ LightState *pVal);
STDMETHOD(put_State)(/*[in]*/ LightState 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_Image)(/*[out, retval]*/ BSTR *pVal);
STDMETHOD(put_Image)(/*[in]*/ BSTR newVal);
STDMETHOD(get_Color)(/*[out, retval]*/ OLE_COLOR *pVal);
STDMETHOD(put_Color)(/*[in]*/ OLE_COLOR newVal);
STDMETHOD(get_Overhang)(/*[out, retval]*/ float *pVal);
STDMETHOD(put_Overhang)(/*[in]*/ float newVal);
STDMETHOD(get_Threshold)(/*[out, retval]*/ float *pVal);
STDMETHOD(put_Threshold)(/*[in]*/ float newVal);
STDMETHOD(get_Force)(/*[out, retval]*/ float *pVal);
STDMETHOD(put_Force)(/*[in]*/ float newVal);
STDMETHOD(get_HeightOffset)(/*[out, retval]*/ float *pVal);
STDMETHOD(put_HeightOffset)(/*[in]*/ float newVal);
STDMETHOD(get_Radius)(/*[out, retval]*/ float *pVal);
STDMETHOD(put_Radius)(/*[in]*/ float newVal);
STDMETHOD(get_CastsShadow)(/*[out, retval]*/ VARIANT_BOOL *pVal);
STDMETHOD(put_CastsShadow)(/*[in]*/ VARIANT_BOOL newVal);
STDMETHOD(get_Disabled)(/*[out, retval]*/ VARIANT_BOOL *pVal);
STDMETHOD(put_Disabled)(/*[in]*/ VARIANT_BOOL newVal);
STDMETHOD(get_Visible)(/*[out, retval]*/ VARIANT_BOOL *pVal);
STDMETHOD(put_Visible)(/*[in]*/ VARIANT_BOOL newVal);
STDMETHOD(get_SideVisible)(/*[out, retval]*/ VARIANT_BOOL *pVal);
STDMETHOD(put_SideVisible)(/*[in]*/ VARIANT_BOOL newVal);
};
#endif // !defined(AFX_BUMPER_H__9A202FF0_7FAE_49BF_AA4C_C01C692E6DD9__INCLUDED_)