quake3/q3radiant/GLInterface.cpp

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2005-08-19 00:00:00 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//-----------------------------------------------------------------------------
//
// $LogFile$
// $Revision: 1.1.1.4.2.1 $
// $Author: ttimo $
// $Date: 2000/02/04 22:59:34 $
// $log$
// Revision 1.1.1.3 1999/12/29 18:31:26 TBesset
// Q3Radiant public version
//
// Revision 1.2 1999/11/22 17:46:45 Timo & Christine
// merged EARadiant into the main tree
// bug fixes for Q3Plugin / EAPlugin
// export for Robert
//
// Revision 1.1.4.1 1999/11/03 20:37:59 Timo & Christine
// MEAN plugin for Q3Radiant, alpha version
//
// Revision 1.1.2.1 1999/10/27 08:34:26 Timo & Christine
// preview version of the texture tools plugin is ready
// ( TexTool.dll plugin is in Q3Plugin module )
// plugins can draw in their own window using Radiant's qgl bindings
//
//
// DESCRIPTION:
// Quick interface hack for selected face interface
// this one really needs more work, but I'm in a hurry with TexTool
#include "stdafx.h"
// stores objects that want to be hooked into drawing in the XY window
//++timo TODO: add support for camera view, Z view ... (texture view?)
CPtrArray l_GLWindows;
int WINAPI QERApp_ISelectedFace_GetTextureNumber()
{
if (g_ptrSelectedFaces.GetSize() > 0)
{
face_t *selFace = reinterpret_cast<face_t*>(g_ptrSelectedFaces.GetAt(0));
return selFace->d_texture->texture_number;
}
//++timo hu ? find the appropriate gl bind number
return 0;
}
void WINAPI QERApp_HookXYGLWindow(IGLWindow* pGLW)
{
l_GLWindows.Add( pGLW );
pGLW->IncRef();
}
void WINAPI QERApp_UnHookGLWindow(IGLWindow* pGLW)
{
for( int i = 0; i < l_GLWindows.GetSize(); i++ )
{
if (l_GLWindows.GetAt(i) == pGLW)
{
l_GLWindows.RemoveAt(i);
pGLW->DecRef();
return;
}
}
#ifdef _DEBUG
Sys_Printf("ERROR: IGLWindow* not found in QERApp_UnHookGLWindow\n");
#endif
}
void DrawPluginEntities( VIEWTYPE vt )
{
for(int i = 0; i<l_GLWindows.GetSize(); i++ )
static_cast<IGLWindow*>(l_GLWindows.GetAt(i))->Draw( vt );
}