mirror of
https://github.com/UberGames/ioef.git
synced 2024-11-27 14:32:55 +00:00
669 lines
19 KiB
C
Executable file
669 lines
19 KiB
C
Executable file
/*
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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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#ifndef __QE3_H__
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#define __QE3_H__
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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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#include <windows.h>
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extern "C"
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{
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#include "qgl.h"
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}
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#include <math.h>
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#include <stdlib.h>
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#include <malloc.h>
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// this define to use HTREEITEM and MFC stuff in the headers
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#define QERTYPES_USE_MFC
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#include "qertypes.h"
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#include "../libs/cmdlib.h"
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#include "mathlib.h"
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#include "parse.h"
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#include "lbmlib.h"
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#include <commctrl.h>
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#include "afxres.h"
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#include "resource.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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#include "map.h"
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#include "select.h"
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#include "splines/splines.h"
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#include "camera.h"
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#include "xy.h"
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#include "z.h"
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#include "mru.h"
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#include "undo.h"
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#include "terrain.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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double I_FloatTime (void);
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void Error (char *error, ...);
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void Warning (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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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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typedef struct
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{
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int p1, p2;
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face_t *f1, *f2;
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} pedge_t;
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typedef struct
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{
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int iSize;
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int iTexMenu; // nearest, linear, etc
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float fGamma; // gamma for textures
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char szProject[256]; // last project loaded
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vec3_t colors[COLOR_LAST];
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qboolean show_names;
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qboolean show_coordinates;
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int exclude;
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int m_nTextureTweak;
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} SavedInfo_t;
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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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void Sys_Printf (char *text, ...);
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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 (char *text);
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void Sys_BeginWait (void);
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void Sys_EndWait (void);
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void Sys_Status(const char *psz, int part);
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/*
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** most of the QE globals are stored in this structure
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*/
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typedef struct
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{
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qboolean d_showgrid;
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int d_gridsize;
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int d_num_entities;
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entity_t *d_project_entity;
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float d_new_brush_bottom_z,
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d_new_brush_top_z;
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HINSTANCE d_hInstance;
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HGLRC d_hglrcBase;
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HDC d_hdcBase;
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HWND d_hwndMain;
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HWND d_hwndCamera;
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HWND d_hwndEdit;
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HWND d_hwndEntity;
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HWND d_hwndTexture;
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HWND d_hwndXY;
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HWND d_hwndZ;
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HWND d_hwndStatus;
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HWND d_hwndGroup;
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HWND d_hwndMedia;
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vec3_t d_points[MAX_POINTS];
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int d_numpoints;
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pedge_t d_edges[MAX_EDGES];
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int d_numedges;
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// terrain variables
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float d_terrainBrushSize;
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terrainnoise_t d_terrainNoiseType;
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terrainfalloff_t d_terrainFalloff;
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terrainbrush_t d_terrainBrush;
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int d_terrainWidth;
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int d_terrainHeight;
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terrainVert_t *d_terrapoints[MAX_TERRA_POINTS];
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int d_numterrapoints;
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int d_num_move_points;
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float *d_move_points[4096];
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qtexture_t *d_qtextures;
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texturewin_t d_texturewin;
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int d_pointfile_display_list;
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xy_t d_xyOld;
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LPMRUMENU d_lpMruMenu;
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SavedInfo_t d_savedinfo;
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int d_workcount;
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// connect entities uses the last two brushes selected
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int d_select_count;
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brush_t *d_select_order[2];
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vec3_t d_select_translate; // for dragging w/o making new display lists
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select_t d_select_mode;
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idPointListInterface *selectObject; //
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int d_font_list;
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int d_parsed_brushes;
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qboolean show_blocks;
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// Timo
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// tells if we are internally using brush primitive (texture coordinates and map format)
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// this is a shortcut for IntForKey( g_qeglobals.d_project_entity, "brush_primit" )
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// NOTE: must keep the two ones in sync
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BOOL m_bBrushPrimitMode;
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// used while importing brush data from file or memory buffer
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// tells if conversion between map format and internal preferences ( m_bBrushPrimitMode ) is needed
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qboolean bNeedConvert;
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qboolean bOldBrushes;
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qboolean bPrimitBrushes;
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vec3_t d_vAreaTL;
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vec3_t d_vAreaBR;
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// tells if we are using .INI files for prefs instead of registry
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qboolean use_ini;
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// even in .INI mode we use the registry for all void* prefs
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char use_ini_registry[64];
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//Timo
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// tells we have surface properties plugin
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qboolean bSurfacePropertiesPlugin;
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// tells we are using a BSP frontend plugin
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qboolean bBSPFrontendPlugin;
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qboolean dontDrawSelectedOutlines;
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} QEGlobals_t;
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//void *qmalloc (size_t size);
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char *copystring (char *s);
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char *ExpandReletivePath (char *p);
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void Pointfile_Delete (void);
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void WINAPI Pointfile_Check (void);
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void Pointfile_Next (void);
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void Pointfile_Prev (void);
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void Pointfile_Clear (void);
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void Pointfile_Draw( void );
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void Pointfile_Load( void );
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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,
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vec3_t xaxis, vec3_t yaxis,
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vec3_t origin, vec3_t dir);
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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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extern HANDLE bsp_process;
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extern HANDLE g_hBSPOutput;
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extern HANDLE g_hBSPInput;
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char *TranslateString (char *buf);
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void ProjectDialog (void);
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void FillTextureMenu (CStringArray* pArray = NULL);
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void FillBSPMenu (void);
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BOOL CALLBACK Win_Dialog (
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HWND hwndDlg, // handle to dialog box
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UINT uMsg, // message
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WPARAM wParam, // first message parameter
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LPARAM lParam // second message parameter
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);
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//
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// win_cam.c
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//
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void WCam_Create (HINSTANCE hInstance);
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//
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// win_xy.c
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//
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void WXY_Create (HINSTANCE hInstance);
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//
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// win_z.c
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//
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void WZ_Create (HINSTANCE hInstance);
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//
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// win_ent.c
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//
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//
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// win_main.c
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//
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void Main_Create (HINSTANCE hInstance);
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extern BOOL SaveWindowState(HWND hWnd, const char *pszName);
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extern BOOL LoadWindowState(HWND hWnd, const char *pszName);
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extern BOOL SaveRegistryInfo(const char *pszName, void *pvBuf, long lSize);
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extern BOOL LoadRegistryInfo(const char *pszName, void *pvBuf, long *plSize);
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//
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// entityw.c
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//
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BOOL CreateEntityWindow(HINSTANCE hInstance);
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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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int DrawTexControls(HWND hWnd);
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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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// win_dlg.c
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void DoGamma(void);
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void DoFind(void);
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void DoRotate(void);
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void DoSides(bool bCone = false, bool bSphere = false, bool bTorus = false);
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void DoAbout(void);
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void DoSurface();
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/*
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** QE function declarations
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*/
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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, char *out, char *mapname, bool useTemps);
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void QE_Init (void);
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qboolean QE_KeyDown (int key, int nFlags = 0);
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qboolean QE_LoadProject (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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/*
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** QE Win32 function declarations
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*/
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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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/*
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** extern declarations
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*/
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extern QEGlobals_t g_qeglobals;
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//++timo clean (moved into qertypes.h)
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//enum VIEWTYPE {YZ, XZ, XY};
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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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extern bool g_bSameView;
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extern int g_nPatchClickedView;
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bool within(vec3_t vTest, vec3_t vTL, vec3_t vBR);
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void Brush_RebuildBrush(brush_t *b, vec3_t vMins, vec3_t vMaxs );
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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 (CMemFile* pMemFile);
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void Patch_UpdateSelected(vec3_t vMove);
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void Patch_AddRow(patchMesh_t *p);
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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, CMemFile *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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void Patch_ShiftTexture(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 WINAPI OnlyPatchesSelected();
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bool WINAPI AnyPatchesSelected();
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patchMesh_t* SinglePatchSelected();
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void Patch_CapCurrent(bool bInvertedBevel = false, bool bInvertedEndcap = false);
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void Patch_DisperseRows();
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void Patch_DisperseColumns();
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void Patch_NaturalizeSelected(bool bCap = false, bool bCycleCap = false);
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void Patch_SelectAreaPoints();
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void Patch_InvertTexture(bool bY);
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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);
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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_ReplaceQTexture(brush_t *pb, qtexture_t *pOld, qtexture_t *pNew);
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void Select_SnapToGrid();
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extern bool g_bPatchShowBounds;
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extern bool g_bPatchWireFrame;
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extern bool g_bPatchWeld;
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extern bool g_bPatchDrillDown;
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extern bool g_bPatchInsertMode;
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extern bool g_bPatchBendMode;
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extern vec3_t g_vBendOrigin;
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void Patch_FromTriangle(vec5_t vx, vec5_t vy, vec5_t vz);
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const char* Patch_GetKeyValue(patchMesh_t *p, const char *pKey);
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void Patch_SetEpair(patchMesh_t *p, const char *pKey, const char *pValue);
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// group stuff
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// group_t are loaded / saved through "group_info" entities
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|
// they hold epairs for group settings and additionnal access info (tree nodes)
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|
typedef struct group_s
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{
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struct group_s *next;
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epair_t *epairs;
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HTREEITEM itemOwner;
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} group_t;
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// NOTES: grouping only enabled in brush primitives mode
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// grouping works by naming brushes and setting display properties
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// the group hierarchy is not related with the map hierarchy (entity list, brushes etc.)
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// brushes with no group are under the "world" node (default for all brushes)
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// void Group_GetListFromWorld(CStringArray *pArray);
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void Group_RemoveListFromWorld();
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// void Group_SetListToWorld(CStringArray *pArray);
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// void Group_BuildTree(CTreeCtrl *pTree);
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// void Group_DecomposeTree(CTreeCtrl *pTree);
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// save group_t as "classname" "group_info" things
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void Group_Save(FILE *f);
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// clean the brushes ownerItem, clean the treeview and rebuild everything
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// is usually called when loading a new map, but may be called anytime
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void Group_Init();
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void Group_Add(entity_t *e);
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// remove a brush from it's current group, will erase the "group" epair if any, and delete the tree control node
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void Group_RemoveBrush(brush_t *b);
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void Group_AddToWorld(brush_t *b);
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// will remove brush of it's current group if any, and will add it wherever needed according to it's "group" key
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void Group_AddToProperGroup(brush_t *b);
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void Group_AddToSelected(brush_t *b);
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// allocate a new group, set name
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group_t* Group_Alloc(const char *name);
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// we use entities to store information about the groups
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// these entities are not linked into the world, and they have no brushes
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// only loaded / saved in map file
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group_t* Group_ForName(const char *name);
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// Timo
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// new brush primitive stuff
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void ComputeAxisBase(vec3_t normal,vec3_t texS,vec3_t texT );
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void FaceToBrushPrimitFace(face_t *f);
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void EmitBrushPrimitTextureCoordinates(face_t *, winding_t *);
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// EmitTextureCoordinates, is old code used for brush to brush primitive conversion
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void EmitTextureCoordinates ( float *xyzst, qtexture_t *q, face_t *f);
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void BrushPrimit_Parse(brush_t *);
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// compute a fake shift scale rot representation from the texture matrix
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void TexMatToFakeTexCoords( vec_t texMat[2][3], float shift[2], float *rot, float scale[2] );
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void FakeTexCoordsToTexMat( float shift[2], float rot, float scale[2], vec_t texMat[2][3] );
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void ConvertTexMatWithQTexture( brushprimit_texdef_t *texMat1, qtexture_t *qtex1, brushprimit_texdef_t *texMat2, qtexture_t *qtex2 );
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// texture locking
|
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void Face_MoveTexture_BrushPrimit(face_t *f, vec3_t delta);
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void Select_ShiftTexture_BrushPrimit( face_t *f, int x, int y );
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void RotateFaceTexture_BrushPrimit(face_t *f, int nAxis, float fDeg, vec3_t vOrigin );
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// used in CCamWnd::ShiftTexture_BrushPrimit
|
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void ComputeBest2DVector( vec3_t v, vec3_t X, vec3_t Y, int &x, int &y );
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|
|
|
|
|
//
|
|
// eclass.cpp
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|
//
|
|
extern qboolean parsing_single;
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|
extern qboolean eclass_found;
|
|
extern eclass_t *eclass_e;
|
|
void Eclass_ScanFile( char *filename );
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|
|
|
// for interfaces, we require main plugin header included
|
|
#include "qerplugin.h"
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|
|
|
//
|
|
// SurfaceDlg.cpp and surface properties plugin
|
|
//
|
|
//++timo some patch in/out stuff is in there, needs to be moved out in a dedicated interface
|
|
void WINAPI Patch_Rebuild(patchMesh_t *p);
|
|
#include "isurfaceplugin.h"
|
|
extern _QERPlugSurfaceTable g_SurfaceTable;
|
|
|
|
//
|
|
// OpenGL interface
|
|
//
|
|
#include "igl.h"
|
|
HGLRC WINAPI QERApp_GetQeglobalsHGLRC();
|
|
void WINAPI QERApp_HookXYGLWindow(IGLWindow* pGLW);
|
|
void WINAPI QERApp_UnHookGLWindow(IGLWindow* pGLW);
|
|
void DrawPluginEntities( VIEWTYPE vt );
|
|
|
|
//
|
|
// ISelectedFace interface
|
|
//
|
|
#include "ISelectedFace.h"
|
|
int WINAPI QERApp_ISelectedFace_GetTextureNumber();
|
|
int WINAPI QERApp_GetFaceInfo(_QERFaceData *pFaceData, winding_t *pWinding);
|
|
int WINAPI QERApp_SetFaceInfo(_QERFaceData *pFaceData);
|
|
void WINAPI QERApp_GetTextureSize( int Size[2] );
|
|
|
|
//
|
|
// IEpairs interface
|
|
//
|
|
#include "IEpairs.h"
|
|
#include "EpairsWrapper.h"
|
|
|
|
//
|
|
// IPluginEntities interface
|
|
//
|
|
#include "IPluginEntities.h"
|
|
int WINAPI QERApp_EClassScanDir( char *dir, HMODULE plugID );
|
|
|
|
//
|
|
// ShaderInfo.cpp
|
|
//
|
|
#include "ShaderInfo.h"
|
|
|
|
//
|
|
// TexWnd.cpp
|
|
//
|
|
CShaderInfo* hasShader(const char *pName);
|
|
|
|
//
|
|
// IScripLib interface
|
|
// GetToken, UnGetToken, etc.
|
|
#include "IScriplib.h"
|
|
extern FILE *g_File;
|
|
void WINAPI QERApp_MapPrintf_FILE( char *text, ... );
|
|
|
|
//
|
|
// ISurfacePlugin interface
|
|
//
|
|
void WINAPI QERApp_GetTwoSelectedPatch( patchMesh_t **p1, patchMesh_t **p2 );
|
|
|
|
//
|
|
// IBSPFrontend interface
|
|
//
|
|
#include "IBSPFrontend.h"
|
|
extern _QERPlugBSPFrontendTable g_BSPFrontendTable;
|
|
extern CStringArray g_BSPFrontendCommands;
|
|
|
|
//
|
|
// IMessaging interface
|
|
#include "IMessaging.h"
|
|
#include "Messaging.h"
|
|
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(UINT nFlags, int x, int y);
|
|
bool DispatchOnLButtonDown(UINT nFlags, int x, int y);
|
|
bool DispatchOnLButtonUp(UINT nFlags, int x, int y);
|
|
|
|
//
|
|
// IShaders interface
|
|
CShaderInfo* SetNameShaderInfo(qtexture_t* q, const char* pPath, const char* pName);
|
|
qtexture_t* Texture_LoadTGATexture (unsigned char* pPixels, int nWidth, int nHeight, char* pPath, int nFlags, int nContents, int nValue );
|
|
#include "IShaders.h"
|
|
qtexture_t* WINAPI QERApp_TryTextureForName(const char* name);
|
|
|
|
|
|
|
|
#endif
|