mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-10 06:41:36 +00:00
495 lines
14 KiB
C
495 lines
14 KiB
C
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __QE3_H__
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#define __QE3_H__
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#ifdef ID_DEBUG_MEMORY
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#undef new
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#undef DEBUG_NEW
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#define DEBUG_NEW new
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#endif
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// this define to use HTREEITEM and MFC stuff in the headers
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#define QERTYPES_USE_MFC
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#include "qertypes.h"
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#include "cmdlib.h"
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#include "parse.h"
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#include <commctrl.h>
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#include "afxres.h"
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#include "../../sys/win32/rc/Radiant_resource.h" // main symbols
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#include "../../sys/win32/win_local.h"
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#include "qedefs.h"
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// stuff from old qfiles.h
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#define MAX_MAP_ENTITIES 2048
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const int MAX_MOVE_POINTS = 4096;
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const int MAX_MOVE_PLANES = 2048;
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// assume that all maps fit within this
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const float HUGE_DISTANCE = 100000;
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#include "textures.h"
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#include "EditorBrush.h"
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#include "EditorEntity.h"
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#include "EditorMap.h"
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#include "select.h"
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#include "splines.h"
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#include "z.h"
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#include "mru.h"
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#include "waitdlg.h"
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#include "MainFrm.h"
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#include "PrefsDlg.h"
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#include "FindTextureDlg.h"
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#include "dialogtextures.h"
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#include "InspectorDialog.h"
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#include "undo.h"
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#include "PMESH.H"
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// the dec offsetof macro doesn't work very well...
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#define myoffsetof(type,identifier) ((size_t)&((type *)0)->identifier)
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void Error (char *error, ...);
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void Warning (char *error, ...);
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typedef struct
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{
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int p1, p2;
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face_t *f1, *f2;
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} pedge_t;
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typedef struct
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{
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int iSize;
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int iTexMenu; // nearest, linear, etc
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float fGamma; // gamma for textures
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char szProject[256]; // last project loaded
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idVec3 colors[COLOR_LAST];
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bool show_names;
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bool show_coordinates;
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int exclude;
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float m_nTextureTweak;
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bool editorExpanded;
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RECT oldEditRect;
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bool showSoundAlways;
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bool showSoundWhenSelected;
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} SavedInfo_t;
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//
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// system functions
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//
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// TTimo NOTE: WINAPI funcs can be accessed by plugins
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void Sys_UpdateStatusBar( void );
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void WINAPI Sys_UpdateWindows (int bits);
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void Sys_Beep (void);
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double Sys_DoubleTime (void);
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void Sys_GetCursorPos (int *x, int *y);
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void Sys_SetCursorPos (int x, int y);
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void Sys_SetTitle (const char *text);
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void Sys_BeginWait (void);
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bool Sys_Waiting();
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void Sys_EndWait (void);
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void Sys_Status(const char *psz, int part = -1);
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/*
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** most of the QE globals are stored in this structure
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*/
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typedef struct
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{
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bool d_showgrid;
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float d_gridsize;
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int rotateAxis; // 0, 1 or 2
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int flatRotation; // 0, 1 or 2, 0 == off, 1 == rotate about the rotation origin, 1 == rotate about the selection mid point
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int d_num_entities;
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entity_t *d_project_entity;
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idVec3 d_new_brush_bottom, d_new_brush_top;
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HINSTANCE d_hInstance;
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idVec3 d_points[MAX_POINTS];
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int d_numpoints;
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pedge_t d_edges[MAX_EDGES];
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int d_numedges;
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int d_num_move_points;
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idVec3 *d_move_points[MAX_MOVE_POINTS];
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int d_num_move_planes;
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idPlane *d_move_planes[MAX_MOVE_PLANES];
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qtexture_t *d_qtextures;
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texturewin_t d_texturewin;
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int d_pointfile_display_list;
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LPMRUMENU d_lpMruMenu;
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SavedInfo_t d_savedinfo;
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int d_workcount;
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// connect entities uses the last two brushes selected
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int d_select_count;
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brush_t *d_select_order[MAX_MAP_ENTITIES];
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idVec3 d_select_translate; // for dragging w/o making new display lists
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select_t d_select_mode;
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idPointListInterface *selectObject; //
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int d_font_list;
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int d_parsed_brushes;
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bool show_blocks;
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// Timo
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// tells if we are internally using brush primitive (texture coordinates and map format)
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// this is a shortcut for IntForKey( g_qeglobals.d_project_entity, "brush_primit" )
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// NOTE: must keep the two ones in sync
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BOOL m_bBrushPrimitMode;
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// used while importing brush data from file or memory buffer
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// tells if conversion between map format and internal preferences ( m_bBrushPrimitMode ) is needed
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bool bNeedConvert;
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bool bOldBrushes;
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bool bPrimitBrushes;
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float mapVersion;
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idVec3 d_vAreaTL;
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idVec3 d_vAreaBR;
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// tells if we are using .INI files for prefs instead of registry
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bool use_ini;
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// even in .INI mode we use the registry for all void* prefs
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char use_ini_registry[64];
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//Timo
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// tells we have surface properties plugin
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bool bSurfacePropertiesPlugin;
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// tells we are using a BSP frontend plugin
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bool bBSPFrontendPlugin;
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// the editor has its own soundWorld and renderWorld, completely distinct from the game
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idRenderWorld *rw;
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idSoundWorld *sw;
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} QEGlobals_t;
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void Pointfile_Delete (void);
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void WINAPI Pointfile_Check (void);
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void Pointfile_Next (void);
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void Pointfile_Prev (void);
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void Pointfile_Clear (void);
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void Pointfile_Draw( void );
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void Pointfile_Load( void );
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//
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// drag.c
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//
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void Drag_Begin (int x, int y, int buttons,
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const idVec3 &xaxis, const idVec3 &yaxis,
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const idVec3 &origin, const idVec3 &dir);
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void Drag_MouseMoved (int x, int y, int buttons);
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void Drag_MouseUp (int nButtons = 0);
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extern bool g_moveOnly;
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//
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// csg.c
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//
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void CSG_MakeHollow (void);
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void CSG_Subtract (void);
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void CSG_Merge (void);
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//
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// vertsel.c
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//
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void SetupVertexSelection (void);
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void SelectEdgeByRay (idVec3 org, idVec3 dir);
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void SelectVertexByRay (idVec3 org, idVec3 dir);
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void ConnectEntities (void);
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extern int update_bits;
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extern int screen_width;
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extern int screen_height;
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extern HANDLE bsp_process;
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extern HANDLE g_hBSPOutput;
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extern HANDLE g_hBSPInput;
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char *TranslateString (char *buf);
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void ProjectDialog (void);
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void FillTextureMenu (CStringArray* pArray = NULL);
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void FillBSPMenu (void);
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BOOL CALLBACK Win_Dialog (
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HWND hwndDlg, // handle to dialog box
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UINT uMsg, // message
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WPARAM wParam, // first message parameter
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LPARAM lParam // second message parameter
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);
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//
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// win_cam.c
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//
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void WCam_Create (HINSTANCE hInstance);
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//
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// win_xy.c
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//
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void WXY_Create (HINSTANCE hInstance);
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//
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// win_z.c
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//
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void WZ_Create (HINSTANCE hInstance);
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//
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// win_ent.c
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//
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//
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// win_main.c
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//
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void Main_Create (HINSTANCE hInstance);
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extern bool SaveWindowState(HWND hWnd, const char *pszName);
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extern bool LoadWindowState(HWND hWnd, const char *pszName);
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extern bool SaveRegistryInfo(const char *pszName, void *pvBuf, long lSize);
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extern bool LoadRegistryInfo(const char *pszName, void *pvBuf, long *plSize);
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// win_dlg.c
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void DoGamma(void);
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void DoFind(void);
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void DoRotate(void);
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void DoSides(bool bCone = false, bool bSphere = false, bool bTorus = false);
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void DoAbout(void);
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void DoSurface();
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/*
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** QE function declarations
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*/
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void QE_CheckAutoSave( void );
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void QE_CountBrushesAndUpdateStatusBar( void );
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void WINAPI QE_CheckOpenGLForErrors(void);
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void QE_ExpandBspString (char *bspaction, char *out, char *mapname, bool useTemps);
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void QE_Init (void);
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bool QE_KeyDown (int key, int nFlags = 0);
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bool QE_LoadProject (char *projectfile);
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bool QE_SingleBrush (bool bQuiet = false, bool entityOK = false);
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// sys stuff
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void Sys_MarkMapModified (void);
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/*
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** QE Win32 function declarations
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*/
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int WINAPI QEW_SetupPixelFormat(HDC hDC, bool zbuffer );
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/*
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** extern declarations
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*/
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extern QEGlobals_t g_qeglobals;
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extern int mapModified; // for quit confirmation (0 = clean, 1 = unsaved,
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//++timo clean (moved into qertypes.h)
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//enum VIEWTYPE {YZ, XZ, XY};
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extern bool g_bAxialMode;
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extern int g_axialAnchor;
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extern int g_axialDest;
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extern void Face_FlipTexture_BrushPrimit(face_t *face, bool y);
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extern void Brush_FlipTexture_BrushPrimit(brush_t *b, bool y);
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// Timo
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// new brush primitive stuff
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//void ComputeAxisBase( idVec3 &normal,idVec3 &texS,idVec3 &texT );
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void FaceToBrushPrimitFace(face_t *f);
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void EmitBrushPrimitTextureCoordinates(face_t *, idWinding *, patchMesh_t *patch = NULL);
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// EmitTextureCoordinates, is old code used for brush to brush primitive conversion
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void EmitTextureCoordinates ( idVec5 &xyzst, const idMaterial *q, face_t *f, bool force = false);
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void BrushPrimit_Parse(brush_t *, bool newFormat, const idVec3 origin);
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// compute a fake shift scale rot representation from the texture matrix
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void TexMatToFakeTexCoords( float texMat[2][3], float shift[2], float *rot, float scale[2] );
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void FakeTexCoordsToTexMat( float shift[2], float rot, float scale[2], float texMat[2][3] );
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void ConvertTexMatWithQTexture( brushprimit_texdef_t *texMat1, const idMaterial *qtex1, brushprimit_texdef_t *texMat2, const idMaterial *qtex2, float sScale = 1.0, float tScale = 1.0 );
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// texture locking
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void Face_MoveTexture_BrushPrimit(face_t *f, idVec3 delta);
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void Select_ShiftTexture_BrushPrimit( face_t *f, float x, float y, bool autoAdjust );
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void RotateFaceTexture_BrushPrimit(face_t *f, int nAxis, float fDeg, idVec3 vOrigin );
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// used in CCamWnd::ShiftTexture_BrushPrimit
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void ComputeBest2DVector( idVec3 v, idVec3 X, idVec3 Y, int &x, int &y );
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void ApplyMatrix_BrushPrimit(face_t *f, idMat3 matrix, idVec3 origin);
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// low level functions .. put in mathlib?
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#define BPMatCopy(a,b) {b[0][0] = a[0][0]; b[0][1] = a[0][1]; b[0][2] = a[0][2]; b[1][0] = a[1][0]; b[1][1] = a[1][1]; b[1][2] = a[1][2];}
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// apply a scale transformation to the BP matrix
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#define BPMatScale(m,sS,sT) {m[0][0]*=sS; m[1][0]*=sS; m[0][1]*=sT; m[1][1]*=sT;}
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// apply a translation transformation to a BP matrix
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#define BPMatTranslate(m,s,t) {m[0][2] += m[0][0]*s + m[0][1]*t; m[1][2] += m[1][0]*s+m[1][1]*t;}
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// 2D homogeneous matrix product C = A*B
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void BPMatMul(float A[2][3], float B[2][3], float C[2][3]);
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// apply a rotation (degrees)
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void BPMatRotate(float A[2][3], float theta);
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#ifdef _DEBUG
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void BPMatDump(float A[2][3]);
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#endif
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//
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// eclass.cpp
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//
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extern bool parsing_single;
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extern bool eclass_found;
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extern eclass_t *eclass_e;
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void Eclass_ScanFile( char *filename );
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void FillClassList (void);
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extern bool g_bShowLightVolumes;
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extern bool g_bShowLightTextures;
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extern const idMaterial *Texture_LoadLight(const char *name);
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#define FONT_HEIGHT 10
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void UniqueTargetName(idStr& rStr);
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#define MAP_VERSION 2.0
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extern CMainFrame* g_pParentWnd;
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extern CString g_strAppPath;
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extern CPrefsDlg& g_PrefsDlg;
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extern CFindTextureDlg& g_dlgFind;
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extern idCVar radiant_entityMode;
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// layout styles
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#define QR_SPLIT 0
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#define QR_QE4 1
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#define QR_4WAY 2
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#define QR_SPLITZ 3
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// externs
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extern void AddSlash(CString&);
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extern void DLLBuildDone();
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extern void CleanUpEntities();
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extern void QE_CountBrushesAndUpdateStatusBar();
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extern void QE_CheckAutoSave();
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extern qtexture_t *notexture;
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extern qtexture_t *current_texture;
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extern bool SaveWindowState(HWND hWnd, const char *pszName);
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extern void Map_Snapshot();
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extern void WXY_Print();
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extern void AddProp( void );
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extern int inspector_mode;
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extern bool g_bRotateMode;
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extern bool g_bClipMode;
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extern bool g_bScaleMode;
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extern int g_nScaleHow;
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extern bool g_bPathMode;
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extern void RunScript(char* pBuffer);
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extern HINSTANCE g_hOpenGL32;
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extern void FindReplaceTextures(const char* pFind, const char* pReplace, bool bSelected, bool bForce);
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extern void DoProjectSettings();
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extern bool region_active;
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extern void Texture_ShowDirectory (char* pPath, bool Linked = false);
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extern void Map_ImportFile (char *filename);
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extern void Map_SaveSelected(char* pFilename);
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extern bool g_bNewFace;
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extern bool g_bSwitch;
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extern brush_t g_brFrontSplits;
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extern brush_t g_brBackSplits;
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extern CClipPoint g_Clip1;
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extern CClipPoint g_Clip2;
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extern brush_t* g_pSplitList;
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extern CClipPoint g_PathPoints[256];
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extern void AcquirePath(int nCount, PFNPathCallback* pFunc);
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extern bool g_bScreenUpdates;
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extern SCommandInfo g_Commands[];
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extern int g_nCommandCount;
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extern SKeyInfo g_Keys[];
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extern int g_nKeyCount;
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extern int inspector_mode;
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extern const char *bsp_commands[256];
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extern void HandlePopup(CWnd* pWindow, unsigned int uId);
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extern z_t z;
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extern CString g_strProject;
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extern void TextureAxisFromPlane( const idPlane &pln, idVec3 &xv, idVec3 &yv);
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extern bool QE_SaveProject (const char* pProjectFile);
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extern void Clamp(float& f, int nClamp);
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extern bool WriteFileString( FILE *fp, char *string, ... );
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extern void MemFile_fprintf(CMemFile* pMemFile, const char* pText, ...);
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extern void SaveWindowPlacement(HWND hwnd, const char* pName);
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extern bool LoadWindowPlacement(HWND hwnd, const char* pName);
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extern bool ConfirmModified (void);
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extern void DoPatchInspector();
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void UpdatePatchInspector();
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extern int g_nSmartX;
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extern int g_nSmartY;
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extern brush_t* CreateEntityBrush(int x, int y, CXYWnd* pWnd);
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int PointInMoveList( idVec3 *pf );
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extern bool ByeByeSurfaceDialog();
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extern void UpdateSurfaceDialog();
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extern void UpdateLightInspector();
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BOOL UpdateEntitySel(eclass_t *pec);
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void SetInspectorMode(int iType);
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BOOL GetSelectAllCriteria(CString &strKey, CString &strVal);
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int GetCvarInt(const char *name, const int def);
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const char *GetCvarString(const char *name, const char *def);
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void SetCvarInt(const char *name, const int value);
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void SetCvarString(const char *name, const char *value);
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void SetCvarBinary(const char *name, void *pv, int size);
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bool GetCvarBinary(const char *name, void *pv, int size);
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void UpdateRadiantColor( float r, float g, float b, float a );
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#endif /* !__QE3_H__ */
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