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https://github.com/dhewm/dhewm3.git
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c3d480afe4
Minimum required Windows version is XP again (instead of Win10). Win_GetWindowScalingFactor() tries to use two dynamically loaded functions from newer windows versions (8.1+, Win10 1607+) and has a fallback for older versions that also seems to work (at least if all displays have the same DPI). Moved the function to win_main.cpp so the dynamically loaded functions can be loaded at startup; so edit_gui_common.cpp could be removed again.
203 lines
5.8 KiB
C++
203 lines
5.8 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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#include "tools/edit_gui_common.h"
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#include "qe3.h"
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#include "Radiant.h"
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#include "GLWidget.h"
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#include "ConsoleDlg.h"
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#include "InspectorDialog.h"
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#include "TabsDlg.h"
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CInspectorDialog *g_Inspectors = NULL;
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// CInspectorDialog dialog
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void InspectorsDockingCallback ( bool docked , int ID , CWnd* wnd )
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{
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g_Inspectors->SetDockedTabs( docked , ID );
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}
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// CInspectorDialog dialog
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//IMPLEMENT_DYNAMIC(CInspectorDialog,CTabsDlg)
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CInspectorDialog::CInspectorDialog(CWnd* pParent /*=NULL*/)
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: CTabsDlg(CInspectorDialog::IDD, pParent)
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{
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initialized = false;
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dockedTabs = W_CONSOLE | W_TEXTURE | W_MEDIA;
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}
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CInspectorDialog::~CInspectorDialog()
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{
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}
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BEGIN_MESSAGE_MAP(CInspectorDialog, CTabsDlg)
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ON_NOTIFY(TCN_SELCHANGE, IDC_TAB_INSPECTOR, OnTcnSelchange )
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ON_WM_SIZE()
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ON_WM_DESTROY()
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ON_WM_CLOSE()
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END_MESSAGE_MAP()
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// CInspectorDialog message handlers
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BOOL CInspectorDialog::OnInitDialog()
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{
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CTabsDlg::OnInitDialog();
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ASSERT ( m_Tabs.GetSafeHwnd() );
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LoadWindowPlacement(GetSafeHwnd() , "radiant_InspectorsWindow" );
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consoleWnd.Create(IDD_DIALOG_CONSOLE, this);
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texWnd.Create(TEXTURE_WINDOW_CLASS, "", QE3_SPLITTER_STYLE, CRect(5, 5, 10, 10), this, 1299);
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mediaDlg.Create(IDD_DIALOG_TEXTURELIST, this);
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entityDlg.Create(IDD_DIALOG_ENTITY, this);
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dockedTabs = GetCvarInt ( "radiant_InspectorDockedDialogs" , W_CONSOLE | W_TEXTURE | W_MEDIA );
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AddDockedWindow ( &consoleWnd , W_CONSOLE , 1 , "Console" , (dockedTabs & W_CONSOLE ) != 0 , InspectorsDockingCallback );
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AddDockedWindow ( &texWnd , W_TEXTURE , 2 , "Textures" , (dockedTabs & W_TEXTURE ) != 0 , InspectorsDockingCallback );
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AddDockedWindow ( &mediaDlg , W_MEDIA , 3 , "Media" , (dockedTabs & W_MEDIA ) != 0 , InspectorsDockingCallback );
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AddDockedWindow ( &entityDlg , W_ENTITY , 4 , "Entity" , (dockedTabs & W_ENTITY ) != 0 , InspectorsDockingCallback );
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SetMode(W_CONSOLE);
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initialized = true;
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX Property Pages should return FALSE
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}
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void CInspectorDialog::SetMode(int mode, bool updateTabs) {
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FocusWindow ( mode );
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}
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void CInspectorDialog::UpdateEntitySel(eclass_t *ent) {
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entityDlg.UpdateEntitySel(ent);
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}
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void CInspectorDialog::FillClassList() {
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entityDlg.AddClassNames();
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}
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void CInspectorDialog::UpdateSelectedEntity() {
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entityDlg.SetKeyValPairs();
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}
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bool CInspectorDialog::GetSelectAllCriteria(idStr &key, idStr &val) {
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CString k, v;
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entityDlg.editKey.GetWindowText(k);
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entityDlg.editVal.GetWindowText(v);
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key = k;
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val = v;
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return true;
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}
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void CInspectorDialog::OnSize(UINT nType, int cx, int cy)
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{
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CTabsDlg::OnSize(nType, cx, cy);
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DockedWindowInfo* info = NULL;
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POSITION pos;
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WORD wID;
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float scaling_factor = Win_GetWindowScalingFactor(GetSafeHwnd());
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int s5 = int(5 * scaling_factor);
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int s4 = int(4 * scaling_factor);
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if (!initialized) {
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return;
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}
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CRect rect;
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GetClientRect(rect);
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CRect tabRect;
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m_Tabs.GetWindowRect(tabRect);
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// retain vert size but size 4 in from edges and 4 up from bottom
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tabRect.left = s4;
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tabRect.right = rect.Width() - s4;
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tabRect.top = rect.Height() - tabRect.Height() - s4;
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tabRect.bottom = rect.Height() - s4;
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// adjust rect for children size
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rect.bottom -= s5 + tabRect.Height();
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m_Tabs.SetWindowPos(NULL, tabRect.left, tabRect.top, tabRect.Width(), tabRect.Height(), 0);
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for( pos = m_Windows.GetStartPosition(); pos != NULL ; )
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{
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m_Windows.GetNextAssoc( pos, wID, (void*&)info );
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if ( (info->m_State == DockedWindowInfo::DOCKED) ) {
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info->m_Window->SetWindowPos(NULL, rect.left, rect.top, rect.Width(), rect.Height(), 0);
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}
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}
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}
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void CInspectorDialog::OnDestroy()
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{
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::SaveWindowPlacement(GetSafeHwnd() , "radiant_InspectorsWindow" );
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SetCvarInt("radiant_InspectorDockedDialogs" , dockedTabs );
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CTabsDlg::OnDestroy();
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}
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void CInspectorDialog::OnClose()
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{
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CTabsDlg::OnClose();
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}
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BOOL CInspectorDialog::PreTranslateMessage(MSG* pMsg)
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{
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// TODO: Add your specialized code here and/or call the base class
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if ( pMsg->message == WM_KEYDOWN || pMsg->message == WM_KEYUP) {
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g_pParentWnd->PostMessage(pMsg->message, pMsg->wParam, pMsg->lParam);
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}
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return CTabsDlg::PreTranslateMessage(pMsg);
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}
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void CInspectorDialog::SetDockedTabs ( bool docked , int ID )
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{
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if ( docked ) {
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dockedTabs |= ID;
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}
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else {
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dockedTabs &= ~ID;
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}
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}
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void CInspectorDialog::AssignModel ()
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{
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entityDlg.AssignModel();
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}
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