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multi vertex select and manipulation
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parent
68a2a18ec8
commit
7c0f42e455
2 changed files with 45 additions and 18 deletions
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@ -131,10 +131,12 @@ void Drag_Setup( int x, int y, int buttons,
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Undo_AddBrushList( &selected_brushes );
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}
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return;
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}
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else
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{
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g_qeglobals.d_num_move_points = 0;
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} else {
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if ( g_qeglobals.d_select_mode == sel_vertex && ( buttons & MK_SHIFT ) != 0 ) {
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Sys_Printf( "vertex mode: multi vertex select\n" );
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} else {
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g_qeglobals.d_num_move_points = 0;
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}
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}
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if ( g_qeglobals.d_select_mode == sel_areatall ) {
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@ -324,7 +326,7 @@ void Drag_Begin( int x, int y, int buttons,
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// shift-LBUTTON = select entire brush
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// shift-alt-LBUTTON = drill select
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if ( buttons == ( MK_LBUTTON | MK_SHIFT ) && g_qeglobals.d_select_mode != sel_curvepoint ) {
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if ( buttons == ( MK_LBUTTON | MK_SHIFT ) && g_qeglobals.d_select_mode != sel_curvepoint && g_qeglobals.d_select_mode != sel_vertex ) {
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nFlag = altdown ? SF_CYCLE : 0;
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if ( sf_camera ) {
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nFlag |= SF_CAMERA;
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@ -529,7 +531,7 @@ void MoveSelection( vec3_t move ){
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int i, success;
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brush_t *b;
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CString strStatus;
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vec3_t vTemp, vTemp2, end;
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vec3_t vTemp, vTemp2;
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if ( !move[0] && !move[1] && !move[2] ) {
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return;
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@ -614,27 +616,52 @@ void MoveSelection( vec3_t move ){
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// but it touches the smallest amount of code this way
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//
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if ( g_qeglobals.d_num_move_points || g_qeglobals.d_select_mode == sel_vertex || g_qeglobals.d_select_mode == sel_area || g_qeglobals.d_select_mode == sel_areatall ) {
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//area selection
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// area selection
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if ( g_qeglobals.d_select_mode == sel_area || g_qeglobals.d_select_mode == sel_areatall ) {
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VectorAdd( g_qeglobals.d_vAreaBR, move, g_qeglobals.d_vAreaBR );
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return;
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}
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//curve point selection
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// curve point selection
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if ( g_qeglobals.d_select_mode == sel_curvepoint ) {
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Patch_UpdateSelected( move );
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return;
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}
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//vertex selection
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// vertex selection
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if ( g_qeglobals.d_select_mode == sel_vertex && g_PrefsDlg.m_bVertexSplit ) {
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if ( g_qeglobals.d_num_move_points ) {
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success = true;
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for ( b = selected_brushes.next; b != &selected_brushes; b = b->next )
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{
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success &= Brush_MoveVertex( b, g_qeglobals.d_move_points[0], move, end, true );
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}
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if ( success ) {
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VectorCopy( end, g_qeglobals.d_move_points[0] );
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}
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// Q: multiple brushes?
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// A: think terrain editing. select several brushes that have a vertex in common, drag .. will modify both brushes
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// Q: multiple vertices?
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// A: sure! not the same results as edge drags
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// Q: multiple vertices + multiple brushes?
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// A: oh yeah, that too .. /me kills level designer
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// Q: why does the code move the points after calling Brush_MoveVertex on everything?
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// A: because in case of multi brush the second brush will fail since the point will have already moved
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// NOTE: multi brush, multi vertex is iffy. at least it's not crashy.
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// was initially looping brushes before points, but looping points then all brushes seems to work better
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vec3_t ends[16];
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if ( g_qeglobals.d_num_move_points > 16 ) {
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Sys_Printf( "More than 16 vertexes select? Go home, you're drunk\n" );
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return;
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}
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success = true;
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int brush_count = 0;
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for ( int i = 0; i < g_qeglobals.d_num_move_points; i++ ) {
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for ( b = selected_brushes.next; b != &selected_brushes; b = b->next ) {
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success &= Brush_MoveVertex( b, g_qeglobals.d_move_points[i], move, ends[i], true );
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if ( !success ) {
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Sys_Printf( "Brush_MoveVertex brush %d vertex %d failed\n", brush_count, i );
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return;
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}
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brush_count++;
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}
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}
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for ( int i = 0; i < g_qeglobals.d_num_move_points; i++ ) {
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VectorCopy( ends[i], g_qeglobals.d_move_points[i] );
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}
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}
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return;
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}
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@ -1304,7 +1304,7 @@ void CGameDialog::Init(){
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g_strGameToolsPath = g_pGameDescription->mGameToolsPath;
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// Add the per-user game path on all platforms
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if (m_pCurrentGameDescription->mUserPathPrefix.GetLength()) {
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if ( m_pCurrentGameDescription->mUserPathPrefix.GetLength() ) {
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#if defined ( __linux__ ) || defined ( __APPLE__ )
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g_qeglobals.m_strHomeGame = g_get_home_dir();
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g_qeglobals.m_strHomeGame += "/";
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