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