dhewm3/neo/tools/materialeditor/MaterialEditor.cpp
Daniel Gibson ae63021d00 Add absolute mouse mode and refactor mouse grabbing code
There were lots of places in the code that called Sys_GrabInput(),
some of them each frame.
Most of this is unified in events.cpp now, in handleMouseGrab() which
is called once per frame by Sys_GenerateEvents() - this makes reasoning
about when the mouse is grabbed and when not a lot easier.
Sys_GrabInput(false) still is called in a few places, before operations
that tend to take long (like loading a map or vid_restart), but
(hopefully) not regularly anymore.

The other big change is that the game now uses SDLs absolute mouse mode
for fullscreen menus (except the PDA which is an ugly hack), so the
ingame cursor is at the same position as the system cursor, which
especially helps when debugging with `in_nograb 1` and should also help
if someone wants to integrate an additional GUI toolkit like Dear ImGui.
2022-01-10 00:46:32 +01:00

176 lines
4.5 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#include "tools/edit_gui_common.h"
#include "../../sys/win32/win_local.h"
#include "MaterialEditor.h"
#include "MEMainFrame.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#endif
MEMainFrame* meMainFrame = NULL;
CFont* materialEditorFont = NULL;
/**
* Initializes the material editor tool.
*/
void MaterialEditorInit( void ) {
InitPropTree(win32.hInstance);
com_editors = EDITOR_MATERIAL;
InitAfx();
InitCommonControls();
// Initialize OLE libraries
if (!AfxOleInit())
{
return;
}
AfxEnableControlContainer();
NONCLIENTMETRICS info;
info.cbSize = sizeof(info);
::SystemParametersInfo(SPI_GETNONCLIENTMETRICS, sizeof(info), &info, 0);
LOGFONT lf;
memset(&lf, 0, sizeof (LOGFONT));
CWindowDC dc(NULL);
lf.lfCharSet = (BYTE)GetTextCharsetInfo(dc.GetSafeHdc(), NULL, 0);
lf.lfHeight = info.lfMenuFont.lfHeight;
lf.lfWeight = info.lfMenuFont.lfWeight;
lf.lfItalic = info.lfMenuFont.lfItalic;
// check if we should use system font
_tcscpy(lf.lfFaceName, info.lfMenuFont.lfFaceName);
materialEditorFont = new CFont;
materialEditorFont->CreateFontIndirect(&lf);
// To create the main window, this code creates a new frame window
// object and then sets it as the application's main window object
meMainFrame = new MEMainFrame;
// create and load the frame with its resources
meMainFrame->LoadFrame(IDR_ME_MAINFRAME, WS_OVERLAPPEDWINDOW | FWS_ADDTOTITLE, NULL, NULL);
// hide the doom window by default
::ShowWindow ( win32.hWnd, SW_HIDE );
// The one and only window has been initialized, so show and update it
meMainFrame->ShowWindow(SW_SHOW);
meMainFrame->UpdateWindow();
}
/**
* Called every frame by the doom engine to allow the material editor to process messages.
*/
void MaterialEditorRun( void ) {
MSG *msg = AfxGetCurrentMessage();
while( ::PeekMessage(msg, NULL, NULL, NULL, PM_NOREMOVE) ) {
// pump message
if ( !AfxGetApp()->PumpMessage() ) {
}
}
}
/**
* Called by the doom engine when the material editor needs to be destroyed.
*/
void MaterialEditorShutdown( void ) {
delete meMainFrame;
delete materialEditorFont;
meMainFrame = NULL;
}
/**
* Allows the doom engine to reflect console output to the material editors console.
*/
void MaterialEditorPrintConsole( const char *msg ) {
//meMainFrame can be null when starting immedeatly from commandline.
if(meMainFrame && com_editors & EDITOR_MATERIAL)
meMainFrame->PrintConsoleMessage(msg);
}
/**
* Returns the handle to the main Material Editor Window
*/
HWND GetMaterialEditorWindow() {
return meMainFrame->GetSafeHwnd();
}
/**
* Simple about box for the material editor.
*/
class CAboutDlg : public CDialog
{
public:
CAboutDlg();
enum { IDD = IDD_ME_ABOUTBOX };
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV support
DECLARE_MESSAGE_MAP()
};
/**
* Constructor for the about box.
*/
CAboutDlg::CAboutDlg() : CDialog(CAboutDlg::IDD) {
}
/**
* Called by the MFC framework to exchange data with the window controls.
*/
void CAboutDlg::DoDataExchange(CDataExchange* pDX) {
CDialog::DoDataExchange(pDX);
}
BEGIN_MESSAGE_MAP(CAboutDlg, CDialog)
END_MESSAGE_MAP()