2007-11-04 03:47:06 +00:00
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/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant 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 2 of the License, or
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(at your option) any later version.
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GtkRadiant 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 GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#ifndef _QE3_H_
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#define _QE3_H_
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#ifdef _WIN32
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// disable data conversion warnings for gl
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#pragma warning(disable : 4244) // MIPS
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#pragma warning(disable : 4136) // X86
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#pragma warning(disable : 4051) // ALPHA
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#pragma warning(disable : 4800)
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#endif
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// for interfaces, we require main plugin header included
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#include "iplugin.h"
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#include "qerplugin.h"
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#include "qertypes.h"
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#include "missing.h" // temporary stuff, needs to be removed
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#include "idatastream.h"
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#include "file.h"
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#include "qgl.h"
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#include <gtk/gtk.h>
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#include <math.h>
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#include <stdlib.h>
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#include <stdio.h>
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// http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=672
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// this is the version to expect from template projects
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#define PROJECT_VERSION 2
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//#define MEM_DEBUG
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#ifdef MEM_DEBUG
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#define malloc(a) debug_malloc(a, __FILE__, __LINE__)
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#define free(a) debug_free(a, __FILE__, __LINE__)
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void* debug_malloc (size_t size, const char* file, int line);
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void debug_free (void *buf, const char* file, int line);
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#endif
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#ifdef _DEBUG
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//#define DBG_WINDOWPOS
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#endif
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#ifdef DBG_WINDOWPOS
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void CheckWatchit(char *msg);
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#endif
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// those two files are generated
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// if they are missing, you NEED to run makeversion.sh
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// NOTE: for win32 users, cygwin installation is REQUIRED to run makeversion.sh
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// NOTE TTimo if any of those changes (they might change a lot), then the whole app is rebuilt.
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// very often it's not necessary
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#include "version.h"
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#include "aboutmsg.h"
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// synapse is our utility lib for dynamic shared objects management
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#include "synapse.h"
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#include "qertypes.h"
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#include "cmdlib.h"
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#include "mathlib.h"
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#include "parse.h"
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#include "qedefs.h"
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#include "qfiles.h"
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#include "textures.h"
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#include "brush.h"
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//#include "entity.h"
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#define USE_ENTITYTABLE_DEFINE
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#include "ientity.h"
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extern _QEREntityTable __ENTITYTABLENAME;
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// wrappers for brush access
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#include "ibrush.h"
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// wrappers for patch access
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#include "ipatch.h"
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#include "imodel.h"
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#include "imap.h"
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#include "iundo.h"
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extern _QERPlugMapTable g_MapTable;
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//++timo for BP conversion escaping FIXME: remove when mixing two formats!
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extern bool g_bCancel_Map_LoadFile;
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// used to be #defines, multiple engine support suggests we should go towards dynamic
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extern int g_MaxWorldCoord;
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extern int g_MinWorldCoord;
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extern int g_MaxBrushSize;
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/*
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// set to true when we are parsing a terrain entity
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extern bool g_bParseTerrain;
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extern IShader *g_pTerrainShader, *g_pCaulk;
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*/
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#include "map.h"
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#include "select.h"
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#include "camera.h"
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#include "z.h"
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#include "undo.h"
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#include "glwidget.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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// set these before calling CheckParm
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extern int myargc;
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extern char **myargv;
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// our own implementation of Q_int, clamping can be disabled on prefs
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vec_t Rad_rint (vec_t in);
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double I_FloatTime (void);
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void Error (char *error, ...);
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int CheckParm (char *check);
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void ParseCommandLine (char *lpCmdLine);
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int ParseNum (char *str);
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char* COM_Parse (char *data);
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char* Get_COM_Token();
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extern char com_token[1024];
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extern qboolean com_eof;
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#define MAX_NUM_ARGVS 32
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extern int argc;
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extern char *argv[MAX_NUM_ARGVS];
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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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void Sys_ClearPrintf (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 WINAPI Sys_BeginWait (void);
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void WINAPI Sys_EndWait (void);
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void Sys_Status(const char *psz, int part);
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bool Sys_AltDown ();
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bool Sys_ShiftDown ();
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// will open/close/check the log file based on the following globals:
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// g_PrefsDlg.m_bLogConsole g_qeglobals.hLogFile
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void Sys_LogFile (void);
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extern qboolean verbose;
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#include "qsysprintf.h"
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// NOTE TTimo I split out the GUI-depependant stuff from QEGlobals_t into a seperate struct
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typedef struct
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{
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// GL widget of the camera view
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// all textures are binded in this context and shared with the others
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GtkWidget *d_glBase;
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GtkWidget *d_main_window; // d_hwndMain
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GtkWidget *d_edit; // d_hwndEdit
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GtkWidget *d_entity; // d_hwndEntity
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GtkWidget *d_camera; // d_hwndCamera;
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GtkWidget *d_texture; // d_hwndTexture;
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GtkWidget *d_texture_scroll;
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GtkWidget *d_z; // d_hwndZ;
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} QEGlobals_GUI_t;
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// usefull portability stuff
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//++timo move them somewhere
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bool DoesFileExist(const char* pBuff, long& lSize);
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char *copystring (char *s);
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char *ExpandReletivePath (char *p);
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#include "xmlstuff.h"
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#include "points.h"
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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, vec3_t xaxis, vec3_t yaxis, vec3_t origin, vec3_t dir, bool sf_camera = false);
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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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//
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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 (vec3_t org, vec3_t dir);
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void SelectVertexByRay (vec3_t org, vec3_t 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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char *TranslateString (char *buf);
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//
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// linux_qe3.cc
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//
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//void OpenDialog ();
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//void SaveAsDialog (bool bRegion);
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void ProjectDialog (void);
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void MRU_Load ();
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void MRU_Save ();
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void MRU_AddWidget (GtkWidget *widget, int pos);
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void MRU_AddFile (const char *str);
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void MRU_Activate (int index);
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void FillTextureMenu (GSList** pArray = NULL);
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void FillBSPMenu (void);
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// profile functions - kind of utility lib
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// they are kind of dumb, they expect to get the path to the .ini file or to the prefs directory when called
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// load_buffer and save_buffer expect the path only, theyll build a $(pszName).bin file
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bool WINAPI profile_save_int (const char *filename, const char *section, const char *key, int value);
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bool WINAPI profile_save_float (const char *filename, const char *section, const char *key, float value);
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bool WINAPI profile_save_string (const char *filename, const char *section, const char *key, const char *value);
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bool profile_save_buffer (const char *rc_path, const char *pszName, void *pvBuf, guint32 lSize);
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bool profile_load_buffer (const char *rc_path, const char *pszName, void *pvBuf, guint32 *plSize);
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int WINAPI profile_load_int (const char *filename, const char *section, const char *key, int default_value);
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float WINAPI profile_load_float (const char *filename, const char *section, const char *key, float default_value);
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char* WINAPI profile_load_string (const char *filename, const char *section, const char *key, const char *default_value);
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// used in the command map code
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bool read_var (const char *filename, const char *section, const char *key, char *value);
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//
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// entityw.c
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//
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void FillClassList (void);
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bool UpdateEntitySel(eclass_t *pec);
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void SetInspectorMode(int iType);
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void SetSpawnFlags(void);
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void GetSpawnFlags(void);
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void SetKeyValuePairs(bool bClearMD3 = false);
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extern void BuildGammaTable(float g);
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bool GetSelectAllCriteria(CString &strKey, CString &strVal);
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// linux_dlg.c
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typedef enum {
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BEVEL = 0,
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ENDCAP,
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IBEVEL,
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IENDCAP
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} CapDialog;
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int DoCapDlg (int *type, bool *b_GroupResul);
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int DoBSInputDlg (const char *fields[5], float values[5]);
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int DoTextureLayout (float *fx, float *fy);
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char* DoNameDlg (const char* title);
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char* DoNewProjectDlg ();
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/*
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text editor, open filename at given line
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opening at line works only for win32 / editpad and builtin Gtk editor
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we only allow one instance of the Gtk editor widget opened at a given time
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if we get called with an existing instance, switch to new file ..
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*/
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void DoTextEditor (const char* filename, int cursorpos);
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int DoLightIntensityDlg (int *intensity);
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void DoMapInfo ();
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void DoEntityList ();
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void DoGamma();
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void DoFind();
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void DoRotateDlg ();
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void DoSides(bool bCone = false, bool bSphere = false, bool bTorus = false);
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void DoAbout();
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void DoSnapTToGrid(float hscale = 0.0f, float vscale = 0.0f);
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void DoSurface();
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void ToggleSurface(); // will show/hide depending on the current state
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void DoNewPatchDlg ();
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void DoThickenDlg ();
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void DoCommandListDlg ();
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void DoScaleDlg ();;
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void DoTextureListDlg ();
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void DoScriptsDlg ();
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// QE function declarations
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void QE_CheckAutoSave( void );
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void WINAPI QE_ConvertDOSToUnixName( char *dst, const char *src );
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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, GPtrArray & out, char *mapname);
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// initialise the VFS from current project settings
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void QE_InitVFS();
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// do all initialisations that should happen after a project is load (during startup or project change)
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void QE_Init (void);
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qboolean QE_KeyDown (int key, int nFlags = 0);
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// does some sanity checks on the project entity, such as removing ending filename seperators from paths
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// (this usually gets propagated to the actual project file since most of the time we save right after calling the check)
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void QE_CheckProjectEntity();
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// this will load a new project entity in memory, and potentially process it from a template
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// NOTE TTimo calling QE_LoadProject won't take care of the various initialisation that are performed depending on the project settings
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// you should then call QE_Init for that
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#define PROJECT_TEMPLATE_NAME "default_project.proj"
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#define PROJECT_USER_NAME "user_project.proj"
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#define PROJECT_FILETYPE "proj"
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qboolean QE_LoadProject (const char *projectfile);
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qboolean QE_SingleBrush (bool bQuiet = false);
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// sys stuff
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void Sys_MarkMapModified (void);
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#if 0 // no longer used
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// QE Win32 function declarations
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#ifdef _WIN32
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int WINAPI QEW_SetupPixelFormat(HDC hDC, qboolean zbuffer );
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void QEW_StopGL( HWND hWnd, HGLRC hGLRC, HDC hDC );
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#endif
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#endif
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// extern declarations
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extern QEGlobals_t g_qeglobals;
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extern QEGlobals_GUI_t g_qeglobals_gui;
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qboolean IsBrushSelected(brush_t* bSel);
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// curve brushes
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void Curve_MakeCurvedBrush (qboolean negative, qboolean top, qboolean bottom,
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qboolean s1, qboolean s2, qboolean s3, qboolean s4);
|
|
|
|
|
|
|
|
void Curve_Invert (void);
|
|
|
|
|
|
|
|
void Curve_AddFakePlanes( brush_t *B );
|
|
|
|
void Curve_StripFakePlanes( brush_t *B );
|
|
|
|
void Curve_BuildPoints (brush_t *b);
|
|
|
|
void Curve_XYDraw (brush_t *b);
|
|
|
|
void Curve_CameraDraw (brush_t *b);
|
|
|
|
|
|
|
|
void Curve_WriteFile (char *name);
|
|
|
|
|
|
|
|
|
|
|
|
// patch stuff
|
|
|
|
patchMesh_t *Patch_Alloc();
|
|
|
|
patchMesh_t* MakeNewPatch();
|
|
|
|
brush_t* AddBrushForPatch(patchMesh_t *pm, bool bLinkToWorld = true);
|
|
|
|
brush_t* Patch_GenericMesh(int nWidth, int nHeight, int nOrientation = 2, bool bDeleteSource = true, bool bOverride = false);
|
|
|
|
//void Patch_ReadFile (char *name);
|
|
|
|
//void Patch_WriteFile (char *name);
|
|
|
|
void Patch_BuildPoints (brush_t *b);
|
|
|
|
void Patch_Move(patchMesh_t *p, const vec3_t vMove, bool bRebuild = false);
|
|
|
|
//++timo had to add a default value for bSnap (see Patch_ApplyMatrix call from Select_ApplyMatrix in select.cpp)
|
|
|
|
void Patch_ApplyMatrix(patchMesh_t *p, const vec3_t vOrigin, const vec3_t vMatrix[3], bool bSnap = false);
|
|
|
|
void Patch_EditPatch();
|
|
|
|
void Patch_Deselect();
|
|
|
|
void Patch_Deselect(patchMesh_t *p);
|
|
|
|
void Patch_Delete(patchMesh_t *p);
|
|
|
|
int Patch_MemorySize(patchMesh_t *p);
|
|
|
|
void Patch_Select(patchMesh_t *p);
|
|
|
|
void Patch_Scale(patchMesh_t *p, const vec3_t vOrigin, const vec3_t vAmt, bool bRebuilt = true);
|
|
|
|
void Patch_Cleanup();
|
|
|
|
void Patch_SetView(int n);
|
|
|
|
void Patch_SetTexture(patchMesh_t *p, texdef_t *tex_def, IPluginTexdef* pPlugTexdef = NULL);
|
|
|
|
void Patch_BrushToMesh(bool bCone = false, bool bBevel = false, bool bEndcap = false, bool bSquare = false, int nHeight = 3);
|
|
|
|
bool Patch_DragScale(patchMesh_t *p, vec3_t vAmt, vec3_t vMove);
|
|
|
|
//void Patch_ReadBuffer(char* pBuff, bool bSelect = false);
|
|
|
|
//void Patch_WriteFile (MemStream* pMemFile);
|
|
|
|
void Patch_UpdateSelected(vec3_t vMove);
|
|
|
|
//brush_t* Patch_Parse(bool bOld);
|
|
|
|
//void Patch_Write (patchMesh_t *p, FILE *f);
|
|
|
|
//void Patch_Write (patchMesh_t *p, MemStream *file);
|
|
|
|
//void Patch_AdjustColumns(patchMesh_t *p, int nCols);
|
|
|
|
//void Patch_AdjustRows(patchMesh_t *p, int nRows);
|
|
|
|
void Patch_AdjustSelected(bool bInsert, bool bColumn, bool bFlag);
|
|
|
|
patchMesh_t* Patch_Duplicate(patchMesh_t *pFrom);
|
|
|
|
void Patch_RotateTexture(patchMesh_t *p, float fAngle);
|
|
|
|
void Patch_ScaleTexture(patchMesh_t *p, float fx, float fy, bool bFixup = true);
|
|
|
|
// shift of some pixel amount
|
|
|
|
void Patch_ShiftTexture(patchMesh_t *p, float fx, float fy);
|
|
|
|
// shift of ST increments
|
|
|
|
void Patch_ShiftTextureST(patchMesh_t *p, float fx, float fy);
|
|
|
|
void Patch_DrawCam(patchMesh_t *p);
|
|
|
|
void Patch_DrawXY(patchMesh_t *p);
|
|
|
|
void Patch_InsertColumn(patchMesh_t *p, bool bAdd);
|
|
|
|
void Patch_InsertRow(patchMesh_t *p, bool bAdd);
|
|
|
|
void Patch_RemoveRow(patchMesh_t *p, bool bFirst);
|
|
|
|
void Patch_RemoveColumn(patchMesh_t *p, bool bFirst);
|
|
|
|
void Patch_ToggleInverted();
|
|
|
|
void Patch_Restore(patchMesh_t *p);
|
|
|
|
void Patch_Save(patchMesh_t *p);
|
|
|
|
void Patch_SetTextureInfo(texdef_t* pt);
|
|
|
|
void Patch_NaturalTexturing();
|
|
|
|
void Patch_ResetTexturing(float fx, float fy);
|
|
|
|
void Patch_FitTexturing();
|
|
|
|
void Patch_BendToggle();
|
|
|
|
//void Patch_StartInsDel();
|
|
|
|
void Patch_BendHandleTAB();
|
|
|
|
void Patch_BendHandleENTER();
|
|
|
|
void Patch_SelectBendNormal();
|
|
|
|
void Patch_SelectBendAxis();
|
|
|
|
bool OnlyPatchesSelected();
|
|
|
|
bool AnyPatchesSelected();
|
|
|
|
patchMesh_t* SinglePatchSelected();
|
|
|
|
void Patch_CapCurrent();
|
|
|
|
void Patch_DisperseRows();
|
|
|
|
void Patch_DisperseIntermediateRows();
|
|
|
|
void Patch_DisperseIntermediateColumns();
|
|
|
|
void Patch_CycleCapSelected();
|
|
|
|
void Patch_NaturalizeSelected(bool bCap = false);//, bool bCycleCap = false);
|
|
|
|
void Patch_SelectAreaPoints(bool bMulti);
|
|
|
|
void Patch_InvertTexture(bool bY);
|
|
|
|
void patchInvert(patchMesh_t *p);
|
|
|
|
//void Patch_InsDelToggle();
|
|
|
|
//void Patch_InsDelHandleTAB();
|
|
|
|
//void Patch_InsDelHandleENTER();
|
|
|
|
void Patch_SetOverlays();
|
|
|
|
void Patch_ClearOverlays();
|
|
|
|
void Patch_Thicken(int nAmount, bool bSeam, qboolean bGroupResult);
|
|
|
|
void Patch_Transpose();
|
|
|
|
void Patch_Freeze();
|
|
|
|
void Patch_UnFreeze(bool bAll);
|
|
|
|
const char* Patch_GetTextureName();
|
|
|
|
void Patch_FindReplaceTexture(brush_t *pb, const char *pFind, const char *pReplace, bool bForce);
|
|
|
|
void Patch_SnapToGrid(patchMesh_t *p);
|
|
|
|
extern bool g_bPatchShowBounds;
|
|
|
|
extern bool g_bPatchWireFrame;
|
|
|
|
extern bool g_bPatchWeld;
|
|
|
|
extern bool g_bPatchDrillDown;
|
|
|
|
//extern bool g_bPatchInsertMode;
|
|
|
|
extern bool g_bPatchBendMode;
|
|
|
|
extern vec3_t g_vBendOrigin;
|
|
|
|
//void Patch_FromTriangle(vec5_t vx, vec5_t vy, vec5_t vz);
|
|
|
|
const char* Patch_GetKeyValue(patchMesh_t *p, const char *pKey);
|
|
|
|
void Patch_SetEpair(patchMesh_t *p, const char *pKey, const char *pValue);
|
|
|
|
void Patch_LODMatchAll();
|
|
|
|
void Patch_CalcBounds(patchMesh_t *p, vec3_t& vMin, vec3_t& vMax);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// group stuff
|
|
|
|
// group_t are loaded / saved through "group_info" entities
|
|
|
|
// they hold epairs for group settings and additionnal access info (tree nodes)
|
|
|
|
typedef struct group_s
|
|
|
|
{
|
|
|
|
struct group_s *next;
|
|
|
|
epair_t *epairs;
|
|
|
|
#if 0 //! Deprecated in gtk 2.x.
|
|
|
|
GtkCTreeNode *itemOwner;
|
|
|
|
#endif
|
|
|
|
} group_t;
|
|
|
|
|
|
|
|
// NOTES: grouping only enabled in brush primitives mode
|
|
|
|
// grouping works by naming brushes and setting display properties
|
|
|
|
// the group hierarchy is not related with the map hierarchy (entity list, brushes etc.)
|
|
|
|
// brushes with no group are under the "world" node (default for all brushes)
|
|
|
|
// void Group_GetListFromWorld(CStringArray *pArray);
|
|
|
|
void Group_RemoveListFromWorld();
|
|
|
|
// void Group_SetListToWorld(CStringArray *pArray);
|
|
|
|
// void Group_BuildTree(CTreeCtrl *pTree);
|
|
|
|
// void Group_DecomposeTree(CTreeCtrl *pTree);
|
|
|
|
// save group_t as "classname" "group_info" things
|
|
|
|
void Group_Save(FILE *f);
|
|
|
|
// clean the brushes ownerItem, clean the treeview and rebuild everything
|
|
|
|
// is usually called when loading a new map, but may be called anytime
|
|
|
|
void Group_Init();
|
|
|
|
void Group_Add(entity_t *e);
|
|
|
|
|
|
|
|
// remove a brush from it's current group, will erase the "group" epair if any, and delete the tree control node
|
|
|
|
void Group_RemoveBrush(brush_t *b);
|
|
|
|
void Group_AddToWorld(brush_t *b);
|
|
|
|
// will remove brush of it's current group if any, and will add it wherever needed according to it's "group" key
|
|
|
|
void Group_AddToProperGroup(brush_t *b);
|
|
|
|
void Group_AddToSelected(brush_t *b);
|
|
|
|
// allocate a new group, set name
|
|
|
|
group_t* Group_Alloc(const char *name);
|
|
|
|
// we use entities to store information about the groups
|
|
|
|
// these entities are not linked into the world, and they have no brushes
|
|
|
|
// only loaded / saved in map file
|
|
|
|
group_t* Group_ForName(const char *name);
|
|
|
|
|
|
|
|
// TTimo
|
|
|
|
// new brush primitive stuff
|
|
|
|
|
|
|
|
#ifdef _DEBUG
|
|
|
|
//#define DBG_BP
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// get the relative axes of the current texturing
|
|
|
|
void BrushPrimit_GetRelativeAxes(face_t *f, vec3_t vecS, vec3_t vecT);
|
|
|
|
// brush primitive stuff
|
|
|
|
void ComputeAxisBase(vec3_t normal, vec3_t texS, vec3_t texT );
|
|
|
|
void FaceToBrushPrimitFace(face_t *f);
|
|
|
|
void BrushPrimitFaceToFace(face_t *f);
|
|
|
|
void EmitBrushPrimitTextureCoordinates(face_t *, winding_t *);
|
|
|
|
// EmitTextureCoordinates, is old code used for brush to brush primitive conversion
|
|
|
|
void EmitTextureCoordinates ( float *xyzst, qtexture_t *q, face_t *f);
|
|
|
|
//void BrushPrimit_Parse(brush_t *);
|
|
|
|
// compute a fake shift scale rot representation from the texture matrix
|
|
|
|
void TexMatToFakeTexCoords( vec_t texMat[2][3], float shift[2], float *rot, float scale[2] );
|
|
|
|
void FakeTexCoordsToTexMat( float shift[2], float rot, float scale[2], vec_t texMat[2][3] );
|
|
|
|
void ConvertTexMatWithQTexture( vec_t texMat1[2][3], qtexture_t *qtex1, vec_t texMat2[2][3], qtexture_t *qtex2 );
|
|
|
|
// NOTE: this is a wrapper over the vec_t mat[2][3] version
|
|
|
|
void ConvertTexMatWithQTexture( brushprimit_texdef_t *texMat1, qtexture_t *qtex1, brushprimit_texdef_t *texMat2, qtexture_t *qtex2 );
|
|
|
|
// texture locking
|
|
|
|
void ShiftTextureGeometric_BrushPrimit(face_t *f, vec3_t delta);
|
|
|
|
void ShiftTextureRelative_BrushPrimit( face_t *f, float x, float y );
|
|
|
|
void RotateFaceTexture_BrushPrimit(face_t *f, int nAxis, float fDeg, vec3_t vOrigin );
|
|
|
|
// used in CCamWnd::ShiftTexture_BrushPrimit
|
|
|
|
void ComputeBest2DVector( vec3_t v, vec3_t X, vec3_t Y, int &x, int &y );
|
|
|
|
void Face_FitTexture_BrushPrimit( face_t *face, vec3_t minx, vec3_t maxs, int nHeight, int nWidth );
|
|
|
|
// lock textures on a random transformation
|
|
|
|
void ApplyMatrix_BrushPrimit(face_t *f, vec3_t matrix[3], vec3_t origin);
|
|
|
|
// low level functions .. put in mathlib?
|
|
|
|
#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];}
|
|
|
|
// apply a scale transformation to the BP matrix
|
|
|
|
#define BPMatScale(m,sS,sT) {m[0][0]*=sS; m[1][0]*=sS; m[0][1]*=sT; m[1][1]*=sT;}
|
|
|
|
// apply a translation transformation to a BP matrix
|
|
|
|
#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;}
|
|
|
|
// 2D homogeneous matrix product C = A*B
|
|
|
|
void BPMatMul(vec_t A[2][3], vec_t B[2][3], vec_t C[2][3]);
|
|
|
|
// apply a rotation (degrees)
|
|
|
|
void BPMatRotate(vec_t A[2][3], float theta);
|
|
|
|
#ifdef _DEBUG
|
|
|
|
void BPMatDump(vec_t A[2][3]);
|
|
|
|
#endif
|
|
|
|
// GL matrix product
|
|
|
|
void GLMatMul(vec_t M[4][4], vec_t A[4], vec_t B[4]);
|
|
|
|
qboolean IsBrushPrimitMode();
|
|
|
|
//
|
|
|
|
// eclass.cpp
|
|
|
|
//
|
|
|
|
#include "ieclass.h"
|
|
|
|
|
|
|
|
/*!
|
|
|
|
\todo those are at the eclass manager level, but some documentation about what they do will be helpful
|
|
|
|
*/
|
|
|
|
extern qboolean parsing_single;
|
|
|
|
extern qboolean eclass_found;
|
|
|
|
extern eclass_t *eclass_e;
|
|
|
|
extern eclass_t *g_md3Cache;
|
|
|
|
|
|
|
|
/*!
|
|
|
|
eclass manager API
|
|
|
|
*/
|
|
|
|
void Eclass_InsertAlphabetized(eclass_t *e);
|
|
|
|
eclass_t** Get_EClass_E();
|
|
|
|
void Set_Eclass_Found(qboolean);
|
|
|
|
qboolean Get_Parsing_Single();
|
|
|
|
|
|
|
|
// .def loading, builtin module
|
|
|
|
#include "eclass_def.h"
|
|
|
|
extern CSynapseBuiltinClientDef eclass_def;
|
|
|
|
|
|
|
|
/*!
|
|
|
|
global table to .def entity class description
|
|
|
|
this is a builtin module, even if we rely on fgd, we still use this one in cases such as entities not found etc.
|
|
|
|
*/
|
|
|
|
extern _EClassTable g_EClassDefTable;
|
|
|
|
|
|
|
|
/*!
|
|
|
|
support for one additional/optional entity format
|
|
|
|
*/
|
|
|
|
extern bool g_bHaveEClassExt;
|
|
|
|
extern _EClassTable g_EClassExtTable;
|
|
|
|
|
|
|
|
|
|
|
|
#include "iplugin.h"
|
|
|
|
// for interfaces, we require main plugin header included
|
|
|
|
#include "qerplugin.h"
|
|
|
|
|
|
|
|
//
|
|
|
|
// SurfaceDlg.cpp and surface properties plugin
|
|
|
|
//
|
|
|
|
//++timo some patch in/out stuff is in there, needs to be moved out in a dedicated interface
|
|
|
|
#include "isurfaceplugin.h"
|
|
|
|
#include "surfaceplugin.h"
|
|
|
|
void WINAPI Patch_Rebuild(patchMesh_t *p);
|
|
|
|
#include "isurfaceplugin.h"
|
|
|
|
extern _QERPlugSurfaceTable g_SurfaceTable;
|
|
|
|
void SurfaceDlgFitAll();
|
|
|
|
|
|
|
|
//
|
|
|
|
// OpenGL interface
|
|
|
|
//
|
|
|
|
#include "igl.h"
|
|
|
|
|
|
|
|
GtkWidget* WINAPI QERApp_GetQeglobalsGLWidget();
|
|
|
|
void WINAPI QERApp_HookGL2DWindow(IGL2DWindow* pGLW);
|
|
|
|
void WINAPI QERApp_UnHookGL2DWindow(IGL2DWindow* pGLW);
|
|
|
|
void WINAPI QERApp_HookGL3DWindow(IGL3DWindow* pGLW);
|
|
|
|
void WINAPI QERApp_UnHookGL3DWindow(IGL3DWindow* pGLW);
|
|
|
|
void Draw2DPluginEntities( VIEWTYPE vt );
|
|
|
|
void Draw3DPluginEntities();
|
|
|
|
|
|
|
|
//
|
|
|
|
// IShaders interface
|
|
|
|
//
|
|
|
|
#define USE_SHADERSTABLE_DEFINE
|
|
|
|
#include "ishaders.h"
|
|
|
|
extern _QERShadersTable g_ShadersTable;
|
|
|
|
|
|
|
|
//
|
|
|
|
// ISelectedFace interface
|
|
|
|
//
|
|
|
|
#include "iselectedface.h"
|
|
|
|
int WINAPI QERApp_GetSelectedFaceCount();
|
|
|
|
// NOTE: it's the brush corresponding to the selected face below!
|
|
|
|
brush_t* WINAPI QERApp_GetSelectedFaceBrush(int iface);
|
|
|
|
face_t* WINAPI QERApp_GetSelectedFace(int iface);
|
|
|
|
int WINAPI QERApp_GetFaceInfo(int iface, _QERFaceData *pFaceData, winding_t *pWinding);
|
|
|
|
int WINAPI QERApp_SetFaceInfo(int iface, _QERFaceData *pFaceData);
|
|
|
|
int WINAPI QERApp_ISelectedFace_GetTextureNumber(int iface);
|
|
|
|
void WINAPI QERApp_GetTextureSize(int iface, int Size[2]);
|
|
|
|
|
|
|
|
//
|
|
|
|
// IEpairs interface
|
|
|
|
//
|
|
|
|
//#include "iepairs.h"
|
|
|
|
//#include "epairswrapper.h"
|
|
|
|
|
|
|
|
//
|
|
|
|
// IImage interface
|
|
|
|
//
|
|
|
|
#include "iimage.h"
|
|
|
|
|
|
|
|
//
|
|
|
|
// IFileSystem interface
|
|
|
|
//
|
|
|
|
#define USE_VFSTABLE_DEFINE
|
|
|
|
#include "ifilesystem.h"
|
|
|
|
|
|
|
|
extern _QERFileSystemTable g_FileSystemTable;
|
|
|
|
|
|
|
|
//
|
|
|
|
// TexWnd.cpp
|
|
|
|
//
|
|
|
|
extern qboolean g_bShowAllShaders;
|
|
|
|
|
|
|
|
//
|
|
|
|
// texwindow.cpp
|
|
|
|
//
|
|
|
|
//++timo TODO: we can probably raise the MAX_TEXTUREDIRS limit?
|
|
|
|
#define MAX_TEXTUREDIRS 256
|
|
|
|
|
|
|
|
extern CPtrArray g_lstSkinCache;
|
|
|
|
qtexture_t *QERApp_LoadTextureRGBA(unsigned char* pPixels, int nWidth, int nHeight);
|
|
|
|
|
|
|
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//
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// IScripLib interface
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// GetToken, UnGetToken, etc.
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#include "iscriplib.h"
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extern FILE *g_File;
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void WINAPI QERApp_MapPrintf_FILE( char *text, ... );
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//
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// ISurfacePlugin interface
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//
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void QERApp_GetTwoSelectedPatch( patchMesh_t **p1, patchMesh_t **p2 );
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//
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// IBSPFrontend interface
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//
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#include "ibspfrontend.h"
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extern _QERPlugBSPFrontendTable g_BSPFrontendTable;
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extern GSList *g_BSPFrontendCommands;
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//
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// IToolbar
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//
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#include "itoolbar.h"
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//
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// IMessaging interface
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#include "iui.h"
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#include "iui_gtk.h"
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#include "ui.h"
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IWindow* WINAPI QERApp_CreateGLWindow();
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void WINAPI QERApp_HookWindow(IWindowListener* pListen);
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void WINAPI QERApp_UnHookWindow(IWindowListener* pListen);
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IXYWndWrapper* WINAPI QERApp_GetXYWndWrapper();
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void WINAPI QERApp_HookListener(IListener* pListen, int Msg);
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int WINAPI QERApp_UnHookListener(IListener* pListen);
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void DispatchRadiantMsg( int Msg );
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// dispatch for IWindowListener entities
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void DispatchOnMouseMove(guint32 nFlags, int x, int y);
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bool DispatchOnLButtonDown(guint32 nFlags, int x, int y);
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bool DispatchOnLButtonUp(guint32 nFlags, int x, int y);
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//
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// IData interface
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//
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#include "idata.h"
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//
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// ICamera interface
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//
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#include "icamera.h"
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// Some declarations that were in stdafx.h
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// main.cpp
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extern gint try_destroy_splash(gpointer);
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#include "mainframe.h"
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#include "preferences.h"
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#include "findtexturedialog.h"
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#include "surfacedialog.h"
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#include "patchdialog.h"
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class MainFrame;
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class ClipPoint;
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extern MainFrame* g_pParentWnd;
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extern CString g_strAppPath;
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extern CString g_strDTDPath;
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extern CString g_pidFile;
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extern CString g_pidGameFile;
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extern CString g_strBitmapsPath;
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extern CString g_strPluginsDir;
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extern CString g_strModulesDir;
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extern CGameDescription *g_pGameDescription;
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extern CString g_strGameToolsPath;
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extern CString g_strTempPath;
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extern PrefsDlg& g_PrefsDlg;
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extern FindTextureDialog& g_dlgFind;
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extern SurfaceDlg g_dlgSurface;
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extern PatchDialog g_PatchDialog;
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extern int g_bIgnoreCommands;
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void HideInfoDialog();
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void ShowInfoDialog(const char* pText);
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// externs
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//extern void HandleCommand (GtkWidget *widget, gpointer data, bool keydown);
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extern gint HandleCommand (GtkWidget *widget, gpointer data);
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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 FindReplace(CString& strContents, const char* pTag, const char* pValue);
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extern void CheckBspProcess();
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extern void QE_CountBrushesAndUpdateStatusBar();
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extern void QE_CheckAutoSave();
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extern qtexture_t *current_texture;
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extern void SaveWithRegion(char *name); // save the current map, sets the map name in the name buffer (deals with regioning)
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extern void RunBsp (char *command);
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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 qboolean DoColor(int iIndex);
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extern entity_t *edit_entity;
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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 bool ExtractPath_and_Filename(const char* pPath, CString& strPath, CString& strFilename);
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extern void Select_Scale(float x, float y, float z);
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extern void Select_RotateTexture(int amt);
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extern void Select_ScaleTexture(float x, float y);
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extern void Select_ShiftTexture(int x, int y);
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extern void FindReplaceTextures(const char* pFind, const char* pReplace, bool bSelected, bool bForce, bool bSelectMatchingFaces);
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/*!
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\fn DoProjectSettings shows the dialog for per-game configurable settings by the user
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typically this sets up things like mod editing configuration
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those a per-project, not the same thing as preferences which are global to the game conf
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this is still being worked on, as we have several issues with how things are configured
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we also have a number of behaviours defined in the .game, which can't be edited graphically
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we dump those properties to the console when the project settings dialog shows up
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*/
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extern void DoProjectSettings();
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extern qboolean region_active;
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extern void Brush_Print(brush_t* b);
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extern void Texture_ShowStartupShaders();
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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 void UpdateSurfaceDialog();
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extern void Select_GetTrueMid (vec3_t mid);
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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 ClipPoint g_Clip1;
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extern ClipPoint g_Clip2;
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extern brush_t* g_pSplitList;
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extern ClipPoint 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 char *bsp_commands[256];
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extern void RunScriptByName(char*, bool);
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extern void DoNewColor(int* i1, int* i2, int* i3);
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extern void UpdateSurfaceDialog();
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extern void CSG_SplitBrushByFace (brush_t *in, face_t *f, brush_t **front, brush_t **back);
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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 void Select_Scale(float x, float y, float z);
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extern void TextureAxisFromPlane(plane_t *pln, vec3_t xv, vec3_t yv);
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//extern void VectorRotate (vec3_t va, vec3_t vb, vec3_t out);
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//extern void VectorRotate (vec3_t vIn, vec3_t vRotation, vec3_t vOrigin, vec3_t out);
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extern qboolean QE_SaveProject (const char* pProjectFile);
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//extern void NewBSP(char* pCommandLine, HWND);
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//extern void NewVIS(char* pCommandLine, HWND);
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//extern void NewRAD(char* pCommandLine, HWND);
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extern void RunTools(char* pCommandLine, GtkWidget* hwnd, const char* pPAKFile);
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extern void Clamp(float& f, int nClamp);
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extern void MemFile_fprintf(MemStream* 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 qboolean ConfirmModified (void);
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extern void DoPatchInspector();
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extern void TogglePatchInspector();
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void UpdatePatchInspector();
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extern int BuildShortPathName(const char* pPath, char* pBuffer, int nBufferLen);
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extern int g_nBrushId;
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// defined in gtkdlgs.cpp, we might want to move declaration and implementatin with other Select_ stuff..
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// NOTE: there's also a Select_Brush(brush_t *b) function.. unrelated
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extern void SelectBrush (int entitynum, int brushnum);
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// bp_dlg.cpp
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// ret: 0 = abort, 1 = load and convert, 2 = changed project settings, load and don't convert
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// the user might decide to switch the BP mode in project settings
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// status: 0 = loading regular, got conflict 1 = loading BP, got conflict
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extern int BP_MessageBox (int status);
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// main.cpp
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extern gint try_destroy_splash(gpointer);
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// SPoG
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// targetname.cpp
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void Entity_Connect(entity_t *e1, entity_t *e2);
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int GetUniqueTargetId(int iHint);
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// xywindow.cpp
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void CreateEntityFromName(const char* name, const vec3_t origin);
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// eclass.cpp
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/*!
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\brief initialization of the eclass manager
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general guidelines about eclass.cpp implementation:
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- we don't support unlimited number of eclass file formats together
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currently limited to two
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support for .def is builtin to the core, but you may choose not to activate it
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- search and load of the files:
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the manager is in charge of scanning for eclass definition files to load
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there is a general configuration setting for games which use a different set of
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entities between single player mode and multiplayer mode (TODO: the code doing
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this needs to be abstracted some more)
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- duplicate files / multiple files:
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if two files with the same name exist (for instance in the basegame, and in fs_game)
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then only the first one found in the scan order is loaded
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if several files are found, they are all loaded
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this allows mods to either replace or extend the list of eclass
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- if eclass_singleload prop is used in the .game, then there is no multiple files check
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the first file found is loaded, and there is no further search for the given extension
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(this was an addition for HL support)
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*/
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void Eclass_Init ();
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eclass_t *Eclass_ForName (const char *name, qboolean has_brushes);
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eclass_t * EClass_Create( const char *name, float col1, float col2, float col3, const vec3_t *mins, const vec3_t *maxs, const char *comments );
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#endif // _QE3_H_
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