gtkradiant/radiant/drag.cpp

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/*
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant 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.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "stdafx.h"
//#include "qe3.h"
/*
drag either multiple brushes, or select plane points from
a single brush.
*/
extern int g_nPatchClickedView;
qboolean drag_ok;
vec3_t drag_xvec;
vec3_t drag_yvec;
//static int buttonstate;
int pressx, pressy;
static vec3_t pressdelta;
static vec3_t vPressStart;
//static int buttonx, buttony;
//int num_move_points;
//float *move_points[1024];
int lastx, lasty;
qboolean drag_first;
void AxializeVector( vec3_t v ){
vec3_t a;
float o;
int i;
if ( !v[0] && !v[1] ) {
return;
}
if ( !v[1] && !v[2] ) {
return;
}
if ( !v[0] && !v[2] ) {
return;
}
for ( i = 0 ; i < 3 ; i++ )
a[i] = fabs( v[i] );
if ( a[0] > a[1] && a[0] > a[2] ) {
i = 0;
}
else if ( a[1] > a[0] && a[1] > a[2] ) {
i = 1;
}
else{
i = 2;
}
o = v[i];
VectorCopy( vec3_origin, v );
if ( o < 0 ) {
v[i] = -1;
}
else{
v[i] = 1;
}
}
/*
===========
Drag_Setup
===========
*/
extern void SelectCurvePointByRay( vec3_t org, vec3_t dir, int buttons );
void Drag_Setup( int x, int y, int buttons,
vec3_t xaxis, vec3_t yaxis,
vec3_t origin, vec3_t dir ){
trace_t t;
face_t *f;
drag_first = true;
VectorCopy( vec3_origin, pressdelta );
pressx = x;
pressy = y;
// snap to nearest axis for camwindow drags
VectorCopy( xaxis, drag_xvec );
AxializeVector( drag_xvec );
VectorCopy( yaxis, drag_yvec );
AxializeVector( drag_yvec );
if ( g_qeglobals.d_select_mode == sel_curvepoint ) {
SelectCurvePointByRay( origin, dir, buttons );
if ( g_qeglobals.d_select_mode == sel_area ) {
drag_ok = true;
if ( g_nPatchClickedView == W_CAMERA ) {
VectorSet( g_qeglobals.d_vAreaTL, x, y, 0 );
VectorSet( g_qeglobals.d_vAreaBR, x, y, 0 );
}
}
else if ( g_qeglobals.d_num_move_points ) { // don't add an undo if there are no points selected
drag_ok = true;
Sys_UpdateWindows( W_ALL );
Undo_Start( "drag curve point" );
Undo_AddBrushList( &selected_brushes );
}
return;
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} else {
if ( g_qeglobals.d_select_mode == sel_vertex && ( buttons & MK_SHIFT ) != 0 ) {
Sys_Printf( "vertex mode: multi vertex select\n" );
} else {
g_qeglobals.d_num_move_points = 0;
}
}
if ( g_qeglobals.d_select_mode == sel_areatall ) {
VectorCopy( origin, g_qeglobals.d_vAreaTL );
VectorCopy( origin, g_qeglobals.d_vAreaBR );
Sys_UpdateWindows( W_ALL );
drag_ok = true;
return;
}
if ( selected_brushes.next == &selected_brushes ) {
//in this case a new brush is created when the dragging
//takes place in the XYWnd, An useless undo is created
//when the dragging takes place in the CamWnd
Undo_Start( "create brush" );
Sys_Status( "No selection to drag", 0 );
return;
}
if ( g_qeglobals.d_select_mode == sel_vertex ) {
SelectVertexByRay( origin, dir );
if ( g_qeglobals.d_num_move_points ) {
drag_ok = true;
Undo_Start( "drag vertex" );
Undo_AddBrushList( &selected_brushes );
// Need an update here for highlighting selected vertices
Sys_UpdateWindows( W_XY | W_CAMERA );
return;
}
}
if ( g_qeglobals.d_select_mode == sel_edge ) {
SelectEdgeByRay( origin, dir );
if ( g_qeglobals.d_num_move_points ) {
drag_ok = true;
Undo_Start( "drag edge" );
Undo_AddBrushList( &selected_brushes );
return;
}
}
//
// check for direct hit first
//
t = Test_Ray( origin, dir, true );
if ( t.selected ) {
drag_ok = true;
Undo_Start( "drag selection" );
Undo_AddBrushList( &selected_brushes );
if ( buttons == ( MK_LBUTTON | MK_CONTROL ) ) {
Sys_Printf( "Shear dragging face\n" );
Brush_SelectFaceForDragging( t.brush, t.face, true );
}
else if ( buttons == ( MK_LBUTTON | MK_CONTROL | MK_SHIFT ) ) {
Sys_Printf( "Sticky dragging brush\n" );
for ( f = t.brush->brush_faces ; f ; f = f->next )
Brush_SelectFaceForDragging( t.brush, f, false );
}
else{
Sys_Printf( "Dragging entire selection\n" );
}
return;
}
if ( g_qeglobals.d_select_mode == sel_vertex || g_qeglobals.d_select_mode == sel_edge ) {
return;
}
//
// check for side hit
//
// multiple brushes selected?
if ( selected_brushes.next->next != &selected_brushes ) {
// yes, special handling
bool bOK = ( g_PrefsDlg.m_bALTEdge ) ? Sys_AltDown() : true;
if ( bOK ) {
for ( brush_t* pBrush = selected_brushes.next ; pBrush != &selected_brushes ; pBrush = pBrush->next )
{
if ( buttons & MK_CONTROL ) {
Brush_SideSelect( pBrush, origin, dir, true );
}
else{
Brush_SideSelect( pBrush, origin, dir, false );
}
}
}
else
{
Sys_Printf( "press ALT to drag multiple edges\n" );
return;
}
}
else
{
// single select.. trying to drag fixed entities handle themselves and just move
if ( buttons & MK_CONTROL ) {
Brush_SideSelect( selected_brushes.next, origin, dir, true );
}
else{
Brush_SideSelect( selected_brushes.next, origin, dir, false );
}
}
Sys_Printf( "Side stretch\n" );
drag_ok = true;
Undo_Start( "side stretch" );
Undo_AddBrushList( &selected_brushes );
}
entity_t *peLink;
void UpdateTarget( vec3_t origin, vec3_t dir ){
trace_t t;
entity_t *pe;
int i;
char sz[128];
t = Test_Ray( origin, dir, 0 );
if ( !t.brush ) {
return;
}
pe = t.brush->owner;
if ( pe == NULL ) {
return;
}
// is this the first?
if ( peLink != NULL ) {
// Get the target id from out current target
// if there is no id, make one
i = IntForKey( pe, "target" );
if ( i <= 0 ) {
i = GetUniqueTargetId( 1 );
sprintf( sz, "%d", i );
SetKeyValue( pe, "target", sz );
}
// set the target # into our src
sprintf( sz, "%d", i );
SetKeyValue( peLink, "targetname", sz );
Sys_UpdateWindows( W_ENTITY );
}
// promote the target to the src
peLink = pe;
}
/*
===========
Drag_Begin
//++timo test three button mouse and three button emulation here ?
===========
*/
void Drag_Begin( int x, int y, int buttons,
vec3_t xaxis, vec3_t yaxis,
vec3_t origin, vec3_t dir, bool sf_camera ){
trace_t t;
bool altdown;
int nFlag;
drag_ok = false;
VectorCopy( vec3_origin, pressdelta );
VectorCopy( vec3_origin, vPressStart );
drag_first = true;
peLink = NULL;
altdown = Sys_AltDown();
// shift-LBUTTON = select entire brush
// shift-alt-LBUTTON = drill select
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if ( buttons == ( MK_LBUTTON | MK_SHIFT ) && g_qeglobals.d_select_mode != sel_curvepoint && g_qeglobals.d_select_mode != sel_vertex ) {
nFlag = altdown ? SF_CYCLE : 0;
if ( sf_camera ) {
nFlag |= SF_CAMERA;
}
else{
nFlag |= SF_ENTITIES_FIRST;
}
Select_Ray( origin, dir, nFlag );
return;
}
// (shift-)alt-LBUTTON = area select completely tall
if ( !sf_camera &&
( g_PrefsDlg.m_bALTEdge ? buttons == ( MK_LBUTTON | MK_CONTROL | MK_SHIFT ) : ( buttons == MK_LBUTTON || buttons == ( MK_LBUTTON | MK_CONTROL | MK_SHIFT ) ) ) &&
altdown && g_qeglobals.d_select_mode != sel_curvepoint ) {
if ( g_pParentWnd->ActiveXY()->AreaSelectOK() ) {
g_qeglobals.d_select_mode = sel_areatall;
Drag_Setup( x, y, buttons, xaxis, yaxis, origin, dir );
return;
}
}
// ctrl-alt-LBUTTON = multiple brush select without selecting whole entities
if ( buttons == ( MK_LBUTTON | MK_CONTROL ) && altdown && g_qeglobals.d_select_mode != sel_curvepoint ) {
nFlag = 0;
if ( sf_camera ) {
nFlag |= SF_CAMERA;
}
else{
nFlag |= SF_ENTITIES_FIRST;
}
Select_Ray( origin, dir, nFlag );
UpdateSurfaceDialog();
return;
}
// ctrl-shift LBUTTON = select single face
if ( sf_camera && buttons == ( MK_LBUTTON | MK_CONTROL | MK_SHIFT ) && g_qeglobals.d_select_mode != sel_curvepoint ) {
if ( Sys_AltDown() ) {
brush_t *b;
for ( b = selected_brushes.next ; b != &selected_brushes ; b = b->next )
{
if ( b->pPatch ) {
continue;
}
for ( face_t* pFace = b->brush_faces; pFace; pFace = pFace->next )
{
g_ptrSelectedFaces.Add( pFace );
g_ptrSelectedFaceBrushes.Add( b );
}
}
for ( b = selected_brushes.next; b != &selected_brushes; )
{
brush_t *pb = b;
b = b->next;
Brush_RemoveFromList( pb );
Brush_AddToList( pb, &active_brushes );
}
}
else{
Select_Deselect( true );
}
Select_Ray( origin, dir, ( SF_SINGLEFACE | SF_CAMERA ) );
return;
}
// LBUTTON + all other modifiers = manipulate selection
if ( buttons & MK_LBUTTON ) {
Drag_Setup( x, y, buttons, xaxis, yaxis, origin, dir );
return;
}
int nMouseButton = g_PrefsDlg.m_nMouseButtons == 2 ? MK_RBUTTON : MK_MBUTTON;
// middle button = grab texture
if ( buttons == nMouseButton ) {
t = Test_Ray( origin, dir, false );
if ( t.face ) {
UpdateWorkzone_ForBrush( t.brush );
// use a local brushprimit_texdef fitted to a default 2x2 texture
brushprimit_texdef_t bp_local;
ConvertTexMatWithQTexture( &t.face->brushprimit_texdef, t.face->d_texture, &bp_local, NULL );
Texture_SetTexture( &t.face->texdef, &bp_local, false, NULL );
UpdateSurfaceDialog();
UpdatePatchInspector();
}
else{
Sys_Printf( "Did not select a texture\n" );
}
return;
}
// ctrl-middle button = set entire brush to texture
if ( buttons == ( nMouseButton | MK_CONTROL ) ) {
t = Test_Ray( origin, dir, false );
if ( t.brush ) {
if ( t.brush->brush_faces->texdef.GetName()[0] == '(' ) {
Sys_Printf( "Can't change an entity texture\n" );
}
else
{
Brush_SetTexture( t.brush, &g_qeglobals.d_texturewin.texdef, &g_qeglobals.d_texturewin.brushprimit_texdef, false, static_cast<IPluginTexdef *>( g_qeglobals.d_texturewin.pTexdef ) );
Sys_UpdateWindows( W_ALL );
}
}
else{
Sys_Printf( "Didn't hit a btrush\n" );
}
return;
}
// ctrl-shift-middle button = set single face to texture
if ( buttons == ( nMouseButton | MK_SHIFT | MK_CONTROL ) ) {
t = Test_Ray( origin, dir, false );
if ( t.brush ) {
if ( t.brush->brush_faces->texdef.GetName()[0] == '(' ) {
Sys_Printf( "Can't change an entity texture\n" );
}
else
{
SetFaceTexdef( t.face, &g_qeglobals.d_texturewin.texdef, &g_qeglobals.d_texturewin.brushprimit_texdef );
Brush_Build( t.brush );
Sys_UpdateWindows( W_ALL );
}
}
else{
Sys_Printf( "Didn't hit a btrush\n" );
}
return;
}
if ( buttons == ( nMouseButton | MK_SHIFT ) ) {
Sys_Printf( "Set brush face texture info\n" );
t = Test_Ray( origin, dir, false );
if ( t.brush ) {
if ( t.brush->brush_faces->texdef.GetName()[0] == '(' ) {
if ( t.brush->owner->eclass->nShowFlags & ECLASS_LIGHT ) {
CString strBuff;
qtexture_t* pTex = g_qeglobals.d_texturewin.pShader->getTexture();
if ( pTex ) {
vec3_t vColor;
VectorCopy( pTex->color, vColor );
float fLargest = 0.0f;
for ( int i = 0; i < 3; i++ )
{
if ( vColor[i] > fLargest ) {
fLargest = vColor[i];
}
}
if ( fLargest == 0.0f ) {
vColor[0] = vColor[1] = vColor[2] = 1.0f;
}
else
{
float fScale = 1.0f / fLargest;
for ( int i = 0; i < 3; i++ )
{
vColor[i] *= fScale;
}
}
strBuff.Format( "%f %f %f",pTex->color[0], pTex->color[1], pTex->color[2] );
SetKeyValue( t.brush->owner, "_color", strBuff.GetBuffer() );
Sys_UpdateWindows( W_ALL );
}
}
else
{
Sys_Printf( "Can't select an entity brush face\n" );
}
}
else
{
Face_SetShader( t.face, g_qeglobals.d_texturewin.texdef.GetName() );
Brush_Build( t.brush );
Sys_UpdateWindows( W_ALL );
}
}
else{
Sys_Printf( "Didn't hit a brush\n" );
}
return;
}
}
//
//===========
//MoveSelection
//===========
//
void MoveSelection( vec3_t move ){
int i, success;
brush_t *b;
CString strStatus;
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vec3_t vTemp, vTemp2;
if ( !move[0] && !move[1] && !move[2] ) {
return;
}
if ( !( g_qeglobals.d_select_mode == sel_area || g_qeglobals.d_select_mode == sel_areatall ) ) {
move[0] = ( g_nScaleHow & SCALE_X ) ? 0 : move[0];
move[1] = ( g_nScaleHow & SCALE_Y ) ? 0 : move[1];
move[2] = ( g_nScaleHow & SCALE_Z ) ? 0 : move[2];
}
if ( g_pParentWnd->ActiveXY()->RotateMode() || g_bPatchBendMode ) {
float fDeg = -move[2];
float fAdj = move[2];
int nAxis = 0;
if ( g_pParentWnd->ActiveXY()->GetViewType() == XY ) {
fDeg = -move[1];
fAdj = move[1];
nAxis = 2;
}
else
if ( g_pParentWnd->ActiveXY()->GetViewType() == XZ ) {
fDeg = move[2];
fAdj = move[2];
nAxis = 1;
}
else{
nAxis = 0;
}
g_pParentWnd->ActiveXY()->Rotation()[nAxis] += fAdj;
strStatus.Format( "%s x:: %.1f y:: %.1f z:: %.1f", ( g_bPatchBendMode ) ? "Bend angle" : "Rotation", g_pParentWnd->ActiveXY()->Rotation()[0], g_pParentWnd->ActiveXY()->Rotation()[1], g_pParentWnd->ActiveXY()->Rotation()[2] );
g_pParentWnd->SetStatusText( 2, strStatus );
if ( g_bPatchBendMode ) {
Patch_SelectBendNormal();
Select_RotateAxis( nAxis, fDeg * 2, false, true );
Patch_SelectBendAxis();
Select_RotateAxis( nAxis, fDeg, false, true );
}
else
{
Select_RotateAxis( nAxis, fDeg, false, true );
}
return;
}
if ( g_pParentWnd->ActiveXY()->ScaleMode() ) {
vec3_t v;
v[0] = v[1] = v[2] = 1.0f;
if ( move[1] > 0 ) {
v[0] = 1.1f;
v[1] = 1.1f;
v[2] = 1.1f;
}
else
if ( move[1] < 0 ) {
v[0] = 0.9f;
v[1] = 0.9f;
v[2] = 0.9f;
}
Select_Scale( ( g_nScaleHow & SCALE_X ) ? 1.0f : v[0],
( g_nScaleHow & SCALE_Y ) ? 1.0f : v[1],
( g_nScaleHow & SCALE_Z ) ? 1.0f : v[2] );
// is that really necessary???
Sys_UpdateWindows( W_ALL );
return;
}
vec3_t vDistance;
VectorSubtract( pressdelta, vPressStart, vDistance );
strStatus.Format( "Distance x: %.1f y: %.1f z: %.1f", vDistance[0], vDistance[1], vDistance[2] );
g_pParentWnd->SetStatusText( 3, strStatus );
//
// dragging only a part of the selection
//
// this is fairly crappy way to deal with curvepoint and area selection
// but it touches the smallest amount of code this way
//
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
if ( g_qeglobals.d_select_mode == sel_area || g_qeglobals.d_select_mode == sel_areatall ) {
VectorAdd( g_qeglobals.d_vAreaBR, move, g_qeglobals.d_vAreaBR );
return;
}
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// curve point selection
if ( g_qeglobals.d_select_mode == sel_curvepoint ) {
Patch_UpdateSelected( move );
return;
}
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// vertex selection
if ( g_qeglobals.d_select_mode == sel_vertex && g_PrefsDlg.m_bVertexSplit ) {
if ( g_qeglobals.d_num_move_points ) {
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// Q: multiple brushes?
// A: think terrain editing. select several brushes that have a vertex in common, drag .. will modify both brushes
// Q: multiple vertices?
// A: sure! not the same results as edge drags
// Q: multiple vertices + multiple brushes?
// A: oh yeah, that too .. /me kills level designer
// Q: why does the code move the points after calling Brush_MoveVertex on everything?
// A: because in case of multi brush the second brush will fail since the point will have already moved
// NOTE: multi brush, multi vertex is iffy. at least it's not crashy.
// was initially looping brushes before points, but looping points then all brushes seems to work better
vec3_t ends[16];
if ( g_qeglobals.d_num_move_points > 16 ) {
Sys_Printf( "More than 16 vertexes select? Go home, you're drunk\n" );
return;
}
success = true;
int brush_count = 0;
for ( int i = 0; i < g_qeglobals.d_num_move_points; i++ ) {
for ( b = selected_brushes.next; b != &selected_brushes; b = b->next ) {
success &= Brush_MoveVertex( b, g_qeglobals.d_move_points[i], move, ends[i], true );
if ( !success ) {
Sys_Printf( "Brush_MoveVertex brush %d vertex %d failed\n", brush_count, i );
return;
}
brush_count++;
}
}
for ( int i = 0; i < g_qeglobals.d_num_move_points; i++ ) {
VectorCopy( ends[i], g_qeglobals.d_move_points[i] );
}
}
return;
}
//all other selection types
for ( i = 0 ; i < g_qeglobals.d_num_move_points ; i++ )
VectorAdd( g_qeglobals.d_move_points[i], move, g_qeglobals.d_move_points[i] );
for ( b = selected_brushes.next; b != &selected_brushes; b = b->next )
{
bool bMoved = false;
for ( face_t *f = b->brush_faces; !bMoved && f != NULL; f = f->next )
for ( int p = 0; !bMoved && p < 3; p++ )
for ( i = 0 ; !bMoved && i < g_qeglobals.d_num_move_points ; i++ )
if ( f->planepts[p] == g_qeglobals.d_move_points[i] ) {
bMoved = true;
}
if ( !bMoved ) {
continue;
}
VectorCopy( b->maxs, vTemp );
VectorSubtract( vTemp, b->mins, vTemp );
Brush_Build( b,true,true,false,false ); // don't filter
for ( i = 0 ; i < 3 ; i++ )
{
if ( b->mins[i] > b->maxs[i]
|| b->maxs[i] - b->mins[i] > g_MaxBrushSize ) {
break; // dragged backwards or fucked up
}
}
if ( i != 3 ) {
break;
}
if ( b->patchBrush ) {
VectorCopy( b->maxs, vTemp2 );
VectorSubtract( vTemp2, b->mins, vTemp2 );
VectorSubtract( vTemp2, vTemp, vTemp2 );
//if (!Patch_DragScale(b->nPatchID, vTemp2, move))
if ( !Patch_DragScale( b->pPatch, vTemp2, move ) ) {
b = NULL;
break;
}
}
}
// if any of the brushes were crushed out of existance
// calcel the entire move
if ( b != &selected_brushes ) {
Sys_Printf( "Brush dragged backwards, move canceled\n" );
for ( i = 0 ; i < g_qeglobals.d_num_move_points ; i++ )
VectorSubtract( g_qeglobals.d_move_points[i], move, g_qeglobals.d_move_points[i] );
for ( b = selected_brushes.next ; b != &selected_brushes ; b = b->next )
Brush_Build( b,true,true,false,false ); // don't filter
}
}
else
{
// reset face originals from vertex edit mode
// this is dirty, but unfortunately necessary because Brush_Build
// can remove windings
for ( b = selected_brushes.next; b != &selected_brushes; b = b->next )
{
Brush_ResetFaceOriginals( b );
}
//
// if there are lots of brushes selected, just translate instead
// of rebuilding the brushes
// NOTE: this is not actually done, but would be a good idea
//
Select_Move( move );
}
}
/*
===========
Drag_MouseMoved
===========
*/
void Drag_MouseMoved( int x, int y, int buttons ){
vec3_t move, delta;
int i;
if ( !buttons ) {
drag_ok = false;
return;
}
if ( !drag_ok ) {
return;
}
// clear along one axis
if ( buttons & MK_SHIFT && ( g_PrefsDlg.m_bALTEdge && g_qeglobals.d_select_mode != sel_areatall ) ) {
drag_first = false;
if ( abs( x - pressx ) > abs( y - pressy ) ) {
y = pressy;
}
else{
x = pressx;
}
}
if ( g_qeglobals.d_select_mode == sel_area && g_nPatchClickedView == W_CAMERA ) {
camera_t *m_pCamera = g_pParentWnd->GetCamWnd()->Camera();
// snap to window
if ( y > m_pCamera->height ) {
y = m_pCamera->height - 1;
}
else if ( y < 0 ) {
y = 0;
}
if ( x > m_pCamera->width ) {
x = m_pCamera->width - 1;
}
else if ( x < 0 ) {
x = 0;
}
VectorSet( move, x - pressx, y - pressy, 0 );
}
else
{
for ( i = 0 ; i < 3 ; i++ )
{
move[i] = drag_xvec[i] * ( x - pressx ) + drag_yvec[i] * ( y - pressy );
if ( g_PrefsDlg.m_bSnap ) {
move[i] = floor( move[i] / g_qeglobals.d_gridsize + 0.5 ) * g_qeglobals.d_gridsize;
}
}
}
VectorSubtract( move, pressdelta, delta );
VectorCopy( move, pressdelta );
MoveSelection( delta );
}
/*
===========
Drag_MouseUp
===========
*/
void Drag_MouseUp( int nButtons ){
Sys_Status( "Drag completed.", 0 );
if ( g_qeglobals.d_select_mode == sel_area ) {
Patch_SelectAreaPoints( nButtons & MK_CONTROL ); // adds to selection and/or deselects selected points if ctrl is held
g_qeglobals.d_select_mode = sel_curvepoint;
Sys_UpdateWindows( W_ALL );
}
if ( g_qeglobals.d_select_mode == sel_areatall ) {
vec3_t mins, maxs;
int nDim1 = ( g_pParentWnd->ActiveXY()->GetViewType() == YZ ) ? 1 : 0;
int nDim2 = ( g_pParentWnd->ActiveXY()->GetViewType() == XY ) ? 1 : 2;
// get our rectangle
mins[nDim1] = MIN( g_qeglobals.d_vAreaTL[nDim1], g_qeglobals.d_vAreaBR[nDim1] );
mins[nDim2] = MIN( g_qeglobals.d_vAreaTL[nDim2], g_qeglobals.d_vAreaBR[nDim2] );
maxs[nDim1] = MAX( g_qeglobals.d_vAreaTL[nDim1], g_qeglobals.d_vAreaBR[nDim1] );
maxs[nDim2] = MAX( g_qeglobals.d_vAreaTL[nDim2], g_qeglobals.d_vAreaBR[nDim2] );
// deselect current selection
if ( !( nButtons & ( MK_CONTROL | MK_SHIFT ) ) ) {
Select_Deselect();
}
// select new selection
Select_RealCompleteTall( mins, maxs );
Sys_UpdateWindows( W_ALL );
}
if ( g_qeglobals.d_select_translate[0] || g_qeglobals.d_select_translate[1] || g_qeglobals.d_select_translate[2] ) {
Select_Move( g_qeglobals.d_select_translate );
VectorCopy( vec3_origin, g_qeglobals.d_select_translate );
Sys_UpdateWindows( W_CAMERA );
}
/* note: added cleanup here, since an edge drag will leave selected vertices
in g_qeglobals.d_num_move_points
*/
if ( g_qeglobals.d_select_mode != sel_vertex &&
g_qeglobals.d_select_mode != sel_curvepoint &&
g_qeglobals.d_select_mode != sel_edge ) {
g_qeglobals.d_num_move_points = 0;
}
g_pParentWnd->SetStatusText( 3, "" );
Undo_EndBrushList( &selected_brushes );
Undo_End();
UpdateSurfaceDialog();
}