mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-24 04:41:34 +00:00
919 lines
31 KiB
C++
919 lines
31 KiB
C++
/*
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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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#define _CRT_SECURE_NO_WARNINGS
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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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// this is the version to expect from template projects
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// bump this to force a regeneration of the template menus
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// this is useful if you update/edit the BSP command lines for instance
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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( const char *error, ... );
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int CheckParm( const char *check );
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void ParseCommandLine( char *lpCmdLine );
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int ParseNum( const 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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// peek in a project file to retrieve the version key
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int QE_GetTemplateVersionForProject( const char * projectfile );
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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 );
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void Curve_Invert( void );
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void Curve_AddFakePlanes( brush_t *B );
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void Curve_StripFakePlanes( brush_t *B );
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void Curve_BuildPoints( brush_t *b );
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void Curve_XYDraw( brush_t *b );
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void Curve_CameraDraw( brush_t *b );
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void Curve_WriteFile( char *name );
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// patch stuff
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patchMesh_t *Patch_Alloc();
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patchMesh_t* MakeNewPatch();
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brush_t* AddBrushForPatch( patchMesh_t *pm, bool bLinkToWorld = true );
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brush_t* Patch_GenericMesh( int nWidth, int nHeight, int nOrientation = 2, bool bDeleteSource = true, bool bOverride = false );
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//void Patch_ReadFile (char *name);
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//void Patch_WriteFile (char *name);
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void Patch_BuildPoints( brush_t *b );
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void Patch_Move( patchMesh_t *p, const vec3_t vMove, bool bRebuild = false );
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//++timo had to add a default value for bSnap (see Patch_ApplyMatrix call from Select_ApplyMatrix in select.cpp)
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void Patch_ApplyMatrix( patchMesh_t *p, const vec3_t vOrigin, const vec3_t vMatrix[3], bool bSnap = false );
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void Patch_EditPatch();
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void Patch_Deselect();
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void Patch_Deselect( patchMesh_t *p );
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void Patch_Delete( patchMesh_t *p );
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int Patch_MemorySize( patchMesh_t *p );
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void Patch_Select( patchMesh_t *p );
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void Patch_Scale( patchMesh_t *p, const vec3_t vOrigin, const vec3_t vAmt, bool bRebuilt = true );
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void Patch_Cleanup();
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void Patch_SetView( int n );
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void Patch_SetTexture( patchMesh_t *p, texdef_t *tex_def, IPluginTexdef* pPlugTexdef = NULL );
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void Patch_BrushToMesh( bool bCone = false, bool bBevel = false, bool bEndcap = false, bool bSquare = false, int nHeight = 3 );
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bool Patch_DragScale( patchMesh_t *p, vec3_t vAmt, vec3_t vMove );
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//void Patch_ReadBuffer(char* pBuff, bool bSelect = false);
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//void Patch_WriteFile (MemStream* pMemFile);
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void Patch_UpdateSelected( vec3_t vMove );
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//brush_t* Patch_Parse(bool bOld);
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//void Patch_Write (patchMesh_t *p, FILE *f);
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//void Patch_Write (patchMesh_t *p, MemStream *file);
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//void Patch_AdjustColumns(patchMesh_t *p, int nCols);
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//void Patch_AdjustRows(patchMesh_t *p, int nRows);
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void Patch_AdjustSelected( bool bInsert, bool bColumn, bool bFlag );
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patchMesh_t* Patch_Duplicate( patchMesh_t *pFrom );
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void Patch_RotateTexture( patchMesh_t *p, float fAngle );
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void Patch_ScaleTexture( patchMesh_t *p, float fx, float fy, bool bFixup = true );
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// shift of some pixel amount
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void Patch_ShiftTexture( patchMesh_t *p, float fx, float fy );
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// shift of ST increments
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void Patch_ShiftTextureST( patchMesh_t *p, float fx, float fy );
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void Patch_DrawCam( patchMesh_t *p );
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void Patch_DrawXY( patchMesh_t *p );
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void Patch_InsertColumn( patchMesh_t *p, bool bAdd );
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void Patch_InsertRow( patchMesh_t *p, bool bAdd );
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void Patch_RemoveRow( patchMesh_t *p, bool bFirst );
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void Patch_RemoveColumn( patchMesh_t *p, bool bFirst );
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void Patch_ToggleInverted();
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void Patch_Restore( patchMesh_t *p );
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void Patch_Save( patchMesh_t *p );
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void Patch_SetTextureInfo( texdef_t* pt );
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void Patch_NaturalTexturing();
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void Patch_ResetTexturing( float fx, float fy );
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void Patch_FitTexturing();
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void Patch_BendToggle();
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//void Patch_StartInsDel();
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void Patch_BendHandleTAB();
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void Patch_BendHandleENTER();
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void Patch_SelectBendNormal();
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void Patch_SelectBendAxis();
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bool OnlyPatchesSelected();
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bool AnyPatchesSelected();
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patchMesh_t* SinglePatchSelected();
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void Patch_CapCurrent();
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void Patch_DisperseRows();
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void Patch_DisperseIntermediateRows();
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void Patch_DisperseIntermediateColumns();
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void Patch_CycleCapSelected();
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void Patch_NaturalizeSelected( bool bCap = false ); //, bool bCycleCap = false);
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void Patch_SelectAreaPoints( bool bMulti );
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void Patch_InvertTexture( bool bY );
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void patchInvert( patchMesh_t *p );
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//void Patch_InsDelToggle();
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//void Patch_InsDelHandleTAB();
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//void Patch_InsDelHandleENTER();
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void Patch_SetOverlays();
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void Patch_ClearOverlays();
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void Patch_Thicken( int nAmount, bool bSeam, qboolean bGroupResult );
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void Patch_Transpose();
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void Patch_Freeze();
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void Patch_UnFreeze( bool bAll );
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const char* Patch_GetTextureName();
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void Patch_FindReplaceTexture( brush_t *pb, const char *pFind, const char *pReplace, bool bForce );
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void Patch_SnapToGrid( patchMesh_t *p );
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extern bool g_bPatchShowBounds;
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extern bool g_bPatchWireFrame;
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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 Face_TexdefFromTextureCoordinates( float *xyzst1, float *xyzst2, float *xyzst3, 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 );
|
|
|
|
//
|
|
// IScripLib interface
|
|
// GetToken, UnGetToken, etc.
|
|
#include "iscriplib.h"
|
|
extern FILE *g_File;
|
|
void WINAPI QERApp_MapPrintf_FILE( char *text, ... );
|
|
|
|
//
|
|
// ISurfacePlugin interface
|
|
//
|
|
void QERApp_GetTwoSelectedPatch( patchMesh_t **p1, patchMesh_t **p2 );
|
|
|
|
//
|
|
// IBSPFrontend interface
|
|
//
|
|
#include "ibspfrontend.h"
|
|
extern _QERPlugBSPFrontendTable g_BSPFrontendTable;
|
|
extern GSList *g_BSPFrontendCommands;
|
|
|
|
//
|
|
// IToolbar
|
|
//
|
|
#include "itoolbar.h"
|
|
|
|
//
|
|
// IMessaging interface
|
|
#include "iui.h"
|
|
#include "iui_gtk.h"
|
|
#include "ui.h"
|
|
IWindow * WINAPI QERApp_CreateGLWindow();
|
|
void WINAPI QERApp_HookWindow( IWindowListener* pListen );
|
|
void WINAPI QERApp_UnHookWindow( IWindowListener* pListen );
|
|
IXYWndWrapper* WINAPI QERApp_GetXYWndWrapper();
|
|
void WINAPI QERApp_HookListener( IListener* pListen, int Msg );
|
|
int WINAPI QERApp_UnHookListener( IListener* pListen );
|
|
void DispatchRadiantMsg( int Msg );
|
|
// dispatch for IWindowListener entities
|
|
void DispatchOnMouseMove( guint32 nFlags, int x, int y );
|
|
bool DispatchOnLButtonDown( guint32 nFlags, int x, int y );
|
|
bool DispatchOnLButtonUp( guint32 nFlags, int x, int y );
|
|
|
|
//
|
|
// IData interface
|
|
//
|
|
#include "idata.h"
|
|
|
|
//
|
|
// ICamera interface
|
|
//
|
|
#include "icamera.h"
|
|
|
|
// Some declarations that were in stdafx.h
|
|
|
|
// main.cpp
|
|
extern gint try_destroy_splash( gpointer );
|
|
|
|
#include "mainframe.h"
|
|
#include "preferences.h"
|
|
#include "findtexturedialog.h"
|
|
#include "surfacedialog.h"
|
|
#include "patchdialog.h"
|
|
|
|
class MainFrame;
|
|
class ClipPoint;
|
|
|
|
extern MainFrame* g_pParentWnd;
|
|
extern CString g_strAppPath;
|
|
extern CString g_strDTDPath;
|
|
extern CString g_pidFile;
|
|
extern CString g_pidGameFile;
|
|
extern CString g_strBitmapsPath;
|
|
extern CString g_strPluginsDir;
|
|
extern CString g_strModulesDir;
|
|
|
|
extern CGameDescription *g_pGameDescription;
|
|
extern CString g_strGameToolsPath;
|
|
|
|
extern CString g_strTempPath;
|
|
extern PrefsDlg& g_PrefsDlg;
|
|
extern FindTextureDialog& g_dlgFind;
|
|
extern SurfaceDlg g_dlgSurface;
|
|
extern PatchDialog g_PatchDialog;
|
|
|
|
extern int g_bIgnoreCommands;
|
|
|
|
void HideInfoDialog();
|
|
void ShowInfoDialog( const char* pText );
|
|
|
|
// externs
|
|
//extern void HandleCommand (GtkWidget *widget, gpointer data, bool keydown);
|
|
extern gint HandleCommand( GtkWidget *widget, gpointer data );
|
|
extern void AddSlash( CString& );
|
|
extern void DLLBuildDone();
|
|
extern void CleanUpEntities();
|
|
extern void FindReplace( CString& strContents, const char* pTag, const char* pValue );
|
|
extern void CheckBspProcess();
|
|
extern void QE_CountBrushesAndUpdateStatusBar();
|
|
extern void QE_CheckAutoSave();
|
|
extern qtexture_t *current_texture;
|
|
extern void SaveWithRegion( char *name ); // save the current map, sets the map name in the name buffer (deals with regioning)
|
|
extern void RunBsp( char *command );
|
|
extern void Map_Snapshot();
|
|
extern void WXY_Print();
|
|
extern void AddProp( void );
|
|
extern qboolean DoColor( int iIndex );
|
|
extern entity_t *edit_entity;
|
|
extern int inspector_mode;
|
|
extern bool g_bRotateMode;
|
|
extern bool g_bClipMode;
|
|
extern bool g_bScaleMode;
|
|
extern int g_nScaleHow;
|
|
extern bool g_bPathMode;
|
|
extern void RunScript( char* pBuffer );
|
|
extern bool ExtractPath_and_Filename( const char* pPath, CString& strPath, CString& strFilename );
|
|
extern void Select_Scale( float x, float y, float z );
|
|
extern void Select_RotateTexture( int amt );
|
|
extern void Select_ScaleTexture( float x, float y );
|
|
extern void Select_ShiftTexture( int x, int y );
|
|
extern void FindReplaceTextures( const char* pFind, const char* pReplace, bool bSelected, bool bForce, bool bSelectMatchingFaces );
|
|
/*!
|
|
\fn DoProjectSettings shows the dialog for per-game configurable settings by the user
|
|
typically this sets up things like mod editing configuration
|
|
those a per-project, not the same thing as preferences which are global to the game conf
|
|
this is still being worked on, as we have several issues with how things are configured
|
|
we also have a number of behaviours defined in the .game, which can't be edited graphically
|
|
we dump those properties to the console when the project settings dialog shows up
|
|
*/
|
|
extern void DoProjectSettings();
|
|
extern qboolean region_active;
|
|
extern void Brush_Print( brush_t* b );
|
|
extern void Texture_ShowStartupShaders();
|
|
extern void Map_ImportFile( char *filename );
|
|
extern void Map_SaveSelected( char* pFilename );
|
|
extern void UpdateSurfaceDialog();
|
|
extern void Select_GetTrueMid( vec3_t mid );
|
|
extern bool g_bSwitch;
|
|
extern brush_t g_brFrontSplits;
|
|
extern brush_t g_brBackSplits;
|
|
extern ClipPoint g_Clip1;
|
|
extern ClipPoint g_Clip2;
|
|
extern brush_t* g_pSplitList;
|
|
extern ClipPoint g_PathPoints[256];
|
|
extern void AcquirePath( int nCount, PFNPathCallback* pFunc );
|
|
extern bool g_bScreenUpdates;
|
|
extern SCommandInfo g_Commands[];
|
|
extern int g_nCommandCount;
|
|
extern SKeyInfo g_Keys[];
|
|
extern int g_nKeyCount;
|
|
extern int inspector_mode;
|
|
extern char *bsp_commands[256];
|
|
extern void RunScriptByName( char*, bool );
|
|
extern void DoNewColor( int* i1, int* i2, int* i3 );
|
|
extern void UpdateSurfaceDialog();
|
|
extern void CSG_SplitBrushByFace( brush_t *in, face_t *f, brush_t **front, brush_t **back );
|
|
//extern void HandlePopup(CWnd* pWindow, unsigned int uId);
|
|
extern z_t z;
|
|
extern void Select_Scale( float x, float y, float z );
|
|
extern void TextureAxisFromPlane( plane_t *pln, vec3_t xv, vec3_t yv );
|
|
//extern void VectorRotate (vec3_t va, vec3_t vb, vec3_t out);
|
|
//extern void VectorRotate (vec3_t vIn, vec3_t vRotation, vec3_t vOrigin, vec3_t out);
|
|
extern qboolean QE_SaveProject( const char* pProjectFile );
|
|
//extern void NewBSP(char* pCommandLine, HWND);
|
|
//extern void NewVIS(char* pCommandLine, HWND);
|
|
//extern void NewRAD(char* pCommandLine, HWND);
|
|
extern void RunTools( char* pCommandLine, GtkWidget* hwnd, const char* pPAKFile );
|
|
extern void Clamp( float& f, int nClamp );
|
|
extern void MemFile_fprintf( MemStream* pMemFile, const char* pText, ... );
|
|
//extern void SaveWindowPlacement(HWND hwnd, const char* pName);
|
|
//extern bool LoadWindowPlacement(HWND hwnd, const char* pName);
|
|
extern qboolean ConfirmModified( void );
|
|
extern void DoPatchInspector();
|
|
extern void TogglePatchInspector();
|
|
void UpdatePatchInspector();
|
|
extern int BuildShortPathName( const char* pPath, char* pBuffer, int nBufferLen );
|
|
extern int g_nBrushId;
|
|
|
|
// defined in gtkdlgs.cpp, we might want to move declaration and implementatin with other Select_ stuff..
|
|
// NOTE: there's also a Select_Brush(brush_t *b) function.. unrelated
|
|
extern void SelectBrush( int entitynum, int brushnum );
|
|
|
|
// bp_dlg.cpp
|
|
// ret: 0 = abort, 1 = load and convert, 2 = changed project settings, load and don't convert
|
|
// the user might decide to switch the BP mode in project settings
|
|
// status: 0 = loading regular, got conflict 1 = loading BP, got conflict
|
|
extern int BP_MessageBox( int status );
|
|
|
|
// main.cpp
|
|
extern gint try_destroy_splash( gpointer );
|
|
|
|
// SPoG
|
|
// targetname.cpp
|
|
void Entity_Connect( entity_t *e1, entity_t *e2 );
|
|
int GetUniqueTargetId( int iHint );
|
|
|
|
// xywindow.cpp
|
|
void CreateEntityFromName( const char* name, const vec3_t origin );
|
|
|
|
// eclass.cpp
|
|
/*!
|
|
\brief initialization of the eclass manager
|
|
general guidelines about eclass.cpp implementation:
|
|
- we don't support unlimited number of eclass file formats together
|
|
currently limited to two
|
|
support for .def is builtin to the core, but you may choose not to activate it
|
|
- search and load of the files:
|
|
the manager is in charge of scanning for eclass definition files to load
|
|
there is a general configuration setting for games which use a different set of
|
|
entities between single player mode and multiplayer mode (TODO: the code doing
|
|
this needs to be abstracted some more)
|
|
- duplicate files / multiple files:
|
|
if two files with the same name exist (for instance in the basegame, and in fs_game)
|
|
then only the first one found in the scan order is loaded
|
|
if several files are found, they are all loaded
|
|
this allows mods to either replace or extend the list of eclass
|
|
- if eclass_singleload prop is used in the .game, then there is no multiple files check
|
|
the first file found is loaded, and there is no further search for the given extension
|
|
(this was an addition for HL support)
|
|
*/
|
|
void Eclass_Init();
|
|
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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