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cWeaponsToolkit.h
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cWeaponsToolkit.h
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#pragma once
#include "wx/wx.h"
#include <wx/aui/aui.h>
#include <wx/filepicker.h>
#include <wx/richtext/richtextprint.h>
#include <wx/listctrl.h>
#include "cWeapon.h"
class cWeaponsToolkit : public wxFrame
{
public:
cWeaponsToolkit();
private:
wxAuiNotebook* menuTabs;
wxPanel* createWeaponPanel;
wxPanel* configTab;
wxPanel* componentsTab;
wxPanel* exportTab;
wxListCtrl* filesFoundListCtrl;
wxDirPickerCtrl* importerDirectoryPicker;
wxDirPickerCtrl* exporterDirectoryPicker;
wxComboBox* audioItemComboBox;
wxTextCtrl* weaponNameTextCtrl;
wxTextCtrl* weaponIdTextCtrl;
wxTextCtrl* weaponModelTextCtrl;
wxComboBox* damageTypesComboxBox;
wxTextCtrl* weaponDamageTextCtrl;
wxTextCtrl* weaponRangeTextCtrl;
wxTextCtrl* weaponLODTextCtrl;
wxTextCtrl* weaponReloadModifierTextCtrl;
wxTextCtrl* weaponFireRateModifierTextCtrl;
wxComboBox* ammoTypesComboBox;
wxListCtrl* weaponComponentsListCtrl;
wxComboBox* weaponComponentsComboBox;
wxTextCtrl* componentNameTextCtrl;
wxTextCtrl* componentModelNameTextCtrl;
wxTextCtrl* componentLODTextCtrl;
wxTextCtrl* componentClipSizeTextCtrl;;
wxComboBox* weaponAmmoInfoComboBox;
wxCheckBox* checkboxDevMode;
wxTextCtrl* weaponHeadshotDamageModifierTextCtrl;
wxListCtrl* exportListCtrl;
int windowWidth = 800;
int windowHeight = 500;
int selectedComponent;
std::string exportDirectory;
int getWeaponCount();
int getAudioItemsCount();
int getAmmoTypesCount();
int getDamageTypesCount();
int getWeaponComponentCount();
int getAmmoInfoCount();
int getNextAvailableSlotId();
void onImportDirectoryChanged(wxCommandEvent& evt);
void onWeaponTemplateChanged(wxCommandEvent& evt);
void onWeaponNameChanged(wxCommandEvent& evt);
void onWeaponIdChanged(wxCommandEvent& evt);
void onWeaponModelChanged(wxCommandEvent& evt);
void onCreateWeaponNextButtonChanged(wxCommandEvent& evt);
void searchForWeaponAssets(const std::wstring& directory);
void validateWeaponAssets();
std::string removeWeaponFileExtension(std::string s);
void onAddComponent(wxCommandEvent& evt);
void onRemoveComponent(wxCommandEvent& evt);
void onSelectComponent(wxCommandEvent& evt);
void onComponentTemplateChanged(wxCommandEvent& evt);
void onComponentNameChanged(wxCommandEvent& evt);
void onComponentModelNameChanged(wxCommandEvent& evt);
void onComponentLODChanged(wxCommandEvent& evt);
void onComponentClipSizeChanged(wxCommandEvent& evt);
void onComponentEnabledCheckboxChanged(wxCommandEvent& evt);
void onExportDirectoryChanged(wxCommandEvent& evt);
void onExportButtonPressed(wxCommandEvent& evt);
void onAudioItemChanged(wxCommandEvent& evt);
void onAmmoTypeChanged(wxCommandEvent& evt);
void onDamageTypeChanged(wxCommandEvent& evt);
void onWeaponDamageChanged(wxCommandEvent& evt);
void onWeaponRangeChanged(wxCommandEvent& evt);
void onWeaponLODChanged(wxCommandEvent& evt);
void onWeaponReloadModifierChanged(wxCommandEvent& evt);
void onWeaponFireRateModifierChanged(wxCommandEvent& evt);
void onComponentAmmoInfoChanged(wxCommandEvent& evt);
void onWeaponHeadshotDamageModifierChanged(wxCommandEvent& evt);
void onExportTabPressed(wxCommandEvent& evt);
void exportWeaponsMeta(char* c_exportDir);
void exportWeaponsAnimationsMeta(char* c_exportDir);
void exportPedPersonalityMeta(char* c_exportDir);
void exportWeaponArchetypesMeta(char* c_exportDir);
void exportWeaponComponentsMeta(char* c_exportDir);
int getAssetLODFromName(std::string assetName);
std::string getAssetIdFromAsset(std::string assetName);
cWeapon* generatedWeapon = new cWeapon();
};