2 Copyright (C) 1999-2007 id Software, Inc. and contributors.
3 For a list of contributors, see the accompanying CONTRIBUTORS file.
5 This file is part of GtkRadiant.
7 GtkRadiant is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 GtkRadiant is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with GtkRadiant; if not, write to the Free Software
19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
25 // Leonardo Zide (leo@lokigames.com)
29 Clean up texture menu.
30 - Remove all global variables and use some objects instead.
31 - Create an interface for a plugin to add texture menu items.
32 - Make sure the interface is not dependent on gtk.
36 //#include <gdk/win32/gdkwin32.h>
37 #include <gdk/gdkwin32.h>
39 #if defined (__linux__) || defined (__APPLE__)
47 #include "texwindow.h"
53 static unsigned tex_palette[256];
55 #define FONT_HEIGHT 10
57 //int texture_mode = GL_NEAREST;
58 //int texture_mode = GL_NEAREST_MIPMAP_NEAREST;
59 //int texture_mode = GL_NEAREST_MIPMAP_LINEAR;
60 //int texture_mode = GL_LINEAR;
61 //int texture_mode = GL_LINEAR_MIPMAP_NEAREST;
62 int texture_mode = GL_LINEAR_MIPMAP_LINEAR;
64 int g_nTextureOffset = 0;
66 // current active texture directory
67 //++timo FIXME: I'm not sure this is used anymore
68 char texture_directory[128];
69 // if true, the texture window will only display in-use shaders
70 // if false, all the shaders in memory are displayed
71 qboolean g_bShowAllShaders;
73 bool g_bFilterEnabled = false;
76 // texture layout functions
77 // TTimo: now based on shaders
78 int nActiveShadersCount;
80 IShader* pCurrentShader;
81 qtexture_t *current_texture = NULL;
82 int current_x, current_y, current_row;
84 // globals for textures
86 char texture_menunames[MAX_TEXTUREDIRS][128];
88 // the list of scripts/*.shader files we need to work with
89 // those are listed in shaderlist file
90 // FIXME TTimo I get the feeling that those would need to move to the shaders module
91 // for now it's still more simple to just keep it here
92 GSList *l_shaderfiles = NULL;
94 void SelectTexture (int mx, int my, bool bShift, bool bFitScale=false);
96 void Texture_MouseDown (int x, int y, int buttons);
97 void Texture_MouseMoved (int x, int y, int buttons);
99 CPtrArray g_lstSkinCache;
101 // TTimo: modifed to add a qtexture_t, Texture_LoadSkin loads using the shader API / QERApp_TryTexture_ForName
102 // m_strName is a copy of qtex->name
108 SkinInfo(const char *pName, int n, qtexture_t *qtex)
117 // =============================================================================
120 // gets active texture extension
122 // FIXME: fix this to be generic from project file
124 int GetTextureExtensionCount()
126 // hardcoded hack for png support
127 if (g_pGameDescription->mGameFile == "sof2.game")
133 const char* GetTextureExtension(int nIndex)
156 void Texture_InitPalette (byte *pal)
161 byte gammatable[256];
164 gamma = g_qeglobals.d_savedinfo.fGamma;
168 for (i=0 ; i<256 ; i++)
172 for (i=0 ; i<256 ; i++)
174 inf = (int)( 255.0f * pow( ( i + 0.5f ) / 255.5f , gamma ) + 0.5f );
183 for (i=0 ; i<256 ; i++)
185 r = gammatable[pal[0]];
186 g = gammatable[pal[1]];
187 b = gammatable[pal[2]];
190 //v = (r<<24) + (g<<16) + (b<<8) + 255;
193 //tex_palette[i] = v;
194 tex_palette[i*3+0] = r;
195 tex_palette[i*3+1] = g;
196 tex_palette[i*3+2] = b;
200 void SetTexParameters (void)
202 qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, texture_mode );
204 switch ( texture_mode )
207 case GL_NEAREST_MIPMAP_NEAREST:
208 case GL_NEAREST_MIPMAP_LINEAR:
209 qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
212 case GL_LINEAR_MIPMAP_NEAREST:
213 case GL_LINEAR_MIPMAP_LINEAR:
214 qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
224 void Texture_SetMode(int iMenu)
227 qboolean texturing = true;
228 gpointer item = NULL;
232 case ID_VIEW_NEAREST:
233 item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_nearest");
236 case ID_VIEW_NEARESTMIPMAP:
237 item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_nearestmipmap");
238 iMode = GL_NEAREST_MIPMAP_NEAREST;
241 item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_linear");
244 case ID_VIEW_BILINEAR:
245 item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_bilinear");
246 iMode = GL_NEAREST_MIPMAP_LINEAR;
248 case ID_VIEW_BILINEARMIPMAP:
249 item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_bilinearmipmap");
250 iMode = GL_LINEAR_MIPMAP_NEAREST;
252 case ID_VIEW_TRILINEAR:
253 item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_trilinear");
254 iMode = GL_LINEAR_MIPMAP_LINEAR;
256 case ID_TEXTURES_WIREFRAME:
257 item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_wireframe");
261 case ID_TEXTURES_FLATSHADE:
262 item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_flatshade");
270 g_qeglobals.d_savedinfo.iTexMenu = iMenu;
271 // NOTE: texture_mode is a GLenum used directly in glTexParameter
272 if(iMode!=-1) texture_mode = iMode;
276 gtk_check_menu_item_set_active (GTK_CHECK_MENU_ITEM (item), TRUE);
282 if ( !texturing && iMenu == ID_TEXTURES_WIREFRAME)
284 g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_wire;
285 Map_BuildBrushData();
286 Sys_UpdateWindows (W_ALL);
288 } else if ( !texturing && iMenu == ID_TEXTURES_FLATSHADE)
290 g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_solid;
291 Map_BuildBrushData();
292 Sys_UpdateWindows (W_ALL);
296 for (qtexture_t *q = g_qeglobals.d_qtextures; q; q = q->next)
298 qglBindTexture (GL_TEXTURE_2D, q->texture_number);
302 // select the default texture
303 qglBindTexture( GL_TEXTURE_2D, 0 );
307 if (g_pParentWnd->GetCamWnd()->Camera()->draw_mode != cd_texture)
309 g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_texture;
310 Map_BuildBrushData();
313 Sys_UpdateWindows (W_ALL);
317 gamma correction stuff
318 took out of QERApp_LoadTextureRGBA for clarity
320 byte g_gammatable[256];
321 void ResampleGamma(float fGamma)
326 for (i = 0; i < 256; i++)
330 for (i = 0; i < 256; i++)
332 inf = (int)( 255.0f * pow( (i + 0.5f) / 255.5f , fGamma ) + 0.5f );
337 g_gammatable[i] = inf;
343 this function does the actual processing of raw RGBA data into a GL texture
344 it will also generate the mipmaps
345 it looks like pPixels nWidth nHeight are the only relevant parameters
347 qtexture_t *QERApp_LoadTextureRGBA(unsigned char* pPixels, int nWidth, int nHeight)
349 static float fGamma = -1;
351 byte *outpixels = NULL;
352 int i, j, resampled, width2, height2, width3, height3;
353 int max_tex_size = 0, mip = 0;
354 int nCount = nWidth * nHeight;
356 if (fGamma != g_qeglobals.d_savedinfo.fGamma)
358 fGamma = g_qeglobals.d_savedinfo.fGamma;
359 ResampleGamma(fGamma);
362 qglGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size);
366 qtexture_t *q = (qtexture_t*)g_malloc(sizeof(*q));
370 total[0] = total[1] = total[2] = 0.0f;
372 // resample texture gamma according to user settings
373 for (i = 0; i < (nCount * 4); i += 4)
375 for (j = 0; j < 3; j++)
377 total[j] += (pPixels + i)[j];
378 byte b = (pPixels + i)[j];
379 (pPixels + i)[j] = g_gammatable[b];
383 q->color[0] = total[0] / (nCount * 255);
384 q->color[1] = total[1] / (nCount * 255);
385 q->color[2] = total[2] / (nCount * 255);
387 qglGenTextures (1, &q->texture_number);
389 qglBindTexture( GL_TEXTURE_2D, q->texture_number );
393 width2 = 1; while (width2 < nWidth) width2 <<= 1;
394 height2 = 1; while (height2 < nHeight) height2 <<= 1;
398 while (width3 > max_tex_size) width3 >>= 1;
399 while (height3 > max_tex_size) height3 >>= 1;
400 if (width3 < 1) width3 = 1;
401 if (height3 < 1) height3 = 1;
403 if (!(width2 == nWidth && height2 == nHeight)) {
405 outpixels = (byte *)malloc(width2 * height2 * 4);
406 R_ResampleTexture(pPixels, nWidth, nHeight, outpixels, width2, height2, 4);
412 while (width2 > width3 || height2 > height3)
414 GL_MipReduce(outpixels, outpixels, width2, height2, width3, height3);
418 if (height2 > height3)
422 qglTexImage2D(GL_TEXTURE_2D, mip++, g_qeglobals.texture_components, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);
423 while (width2 > 1 || height2 > 1)
425 GL_MipReduce(outpixels, outpixels, width2, height2, 1, 1);
432 qglTexImage2D(GL_TEXTURE_2D, mip++, g_qeglobals.texture_components, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);
435 qglBindTexture(GL_TEXTURE_2D, 0);
444 DumpUnreferencedShaders
445 usefull function: dumps the list of .shader files that are not referenced to the console
448 void DumpUnreferencedShaders()
450 GSList *lst, *sh, *files;
453 files = vfsGetFileList ("scripts", "shader");
454 for (lst = files; lst; lst = lst->next)
458 for (sh = l_shaderfiles; sh != NULL; sh = g_slist_next (sh))
459 if (!strcmp ((char*)sh->data, (char*)lst->data))
470 Sys_FPrintf (SYS_WRN, "Following shader files are not referenced in shaderlist.txt:\n");
472 Sys_FPrintf (SYS_WRN, "%s\n", (char*)lst->data);
476 vfsClearFileDirList (&files);
482 build a CStringList of shader names
485 void BuildShaderList()
490 char dirstring[NAME_MAX];
492 if (l_shaderfiles!=NULL)
494 g_slist_free(l_shaderfiles);
495 l_shaderfiles = NULL;
498 if (g_pGameDescription->mGameFile != "hl.game")
500 strcpy(filename, g_pGameDescription->mShaderlist.GetBuffer());
501 count = vfsGetFileCount(filename, 0 );
504 Sys_FPrintf(SYS_ERR, "Couldn't find '%s'\n", g_pGameDescription->mShaderlist.GetBuffer());
507 // NOTE TTimo we use vfsGetFullPath solely to get the full path of the shader list we are gonna load
508 // but we actually send the relative path to vfsLoadFile
509 // so let's hope there is no disparity between the two functions
510 if (!vfsGetFullPath(filename, 0, 0))
512 Sys_FPrintf(SYS_ERR, "Couldn't find full path for '%s'\n", g_pGameDescription->mShaderlist.GetBuffer());
515 Sys_Printf("Parsing shader files from %s\n", vfsGetFullPath(filename, 0, 0));
516 nLen = vfsLoadFile (filename, reinterpret_cast<void**>(&pBuff), 0);
519 StartTokenParsing(pBuff);
521 while (GetToken(true))
526 // each token should be a shader filename
527 sprintf(dirstring, "%s.shader", token);
529 for (tmp = l_shaderfiles; tmp != NULL; tmp = tmp->next)
531 if (!strcmp (dirstring, (char*)tmp->data))
534 Sys_FPrintf(SYS_WRN, "duplicate entry \"%s\" in shaderlist.txt\n", (char*)tmp->data);
541 l_shaderfiles = g_slist_append (l_shaderfiles, strdup (dirstring));
556 void ClearGSList (GSList* lst)
562 p = g_slist_remove (p, p->data);
566 void FillTextureMenu (GSList** pArray)
568 GtkWidget *menu, *sep, *item; // point to the Textures GtkMenu and to the last separator
570 GSList *texdirs = NULL;
571 GSList *texdirs_tmp = NULL;
573 char dirRoot[NAME_MAX];
576 menu = GTK_WIDGET (g_object_get_data (G_OBJECT (g_qeglobals_gui.d_main_window), "menu_textures"));
577 sep = GTK_WIDGET (g_object_get_data (G_OBJECT (g_qeglobals_gui.d_main_window), "menu_textures_separator"));
578 lst = g_list_find (gtk_container_children (GTK_CONTAINER (menu)), sep);
581 // these delete functions are recursive, it's gonna free all submenus
582 gtk_widget_destroy (GTK_WIDGET (lst->next->data));
583 // lst is no longer relevant, need to get it again
584 lst = g_list_find (gtk_container_children (GTK_CONTAINER (menu)), sep);
587 texture_nummenus = 0;
590 if (!g_qeglobals.d_project_entity)
593 // scan texture dirs and pak files only if not restricting to shaderlist
594 if (!g_PrefsDlg.m_bTexturesShaderlistOnly)
596 texdirs_tmp = vfsGetDirList ("textures/");
597 for (p=texdirs_tmp; p; p=g_slist_next(p))
599 // Hydra: erm, this didn't used to do anything except leak memory...
600 // For Halflife support this is required to work however.
601 // g_slist_append(texdirs, p->data);
602 texdirs = g_slist_append(texdirs, strdup((char *)p->data));
604 vfsClearFileDirList (&texdirs_tmp);
607 // scan the shaders in shaderlist.txt
610 DumpUnreferencedShaders ();
611 while (l_shaderfiles != NULL)
613 char shaderfile[PATH_MAX];
614 gboolean found = FALSE;
616 ExtractFileName ((char*)l_shaderfiles->data, shaderfile);
617 StripExtension (shaderfile);
618 g_strdown (shaderfile);
620 for (GSList *tmp = texdirs; tmp; tmp = g_slist_next (tmp))
621 if (!strcasecmp ((char*)tmp->data, shaderfile))
628 texdirs = g_slist_prepend (texdirs, strdup (shaderfile));
630 free (l_shaderfiles->data);
631 l_shaderfiles = g_slist_remove (l_shaderfiles, l_shaderfiles->data);
635 texdirs = g_slist_sort (texdirs, (GCompareFunc)strcmp);
637 GSList *temp = texdirs;
640 char* ptr = strchr ((char*)temp->data, '_');
642 // do we shrink the menus?
646 strcpy (dirRoot, (char*)temp->data);
647 dirRoot[ptr - (char*)temp->data + 1] = 0;
649 // we shrink only if we have at least two things to shrink :-)
650 if (temp->next && (strstr ((char*)temp->next->data, dirRoot) == (char*)temp->next->data))
652 GtkWidget *pSubMenu = gtk_menu_new ();
653 GtkWidget *pSubMenuRef = pSubMenu;
657 item = gtk_menu_item_new_with_label ((char*)temp->data);
658 gtk_widget_show (item);
659 CheckMenuSplitting (pSubMenu);
660 gtk_container_add (GTK_CONTAINER (pSubMenu), item);
661 gtk_signal_connect (GTK_OBJECT (item), "activate", GTK_SIGNAL_FUNC (HandleCommand),
662 GINT_TO_POINTER (CMD_TEXTUREWAD+texture_nummenus));
664 strcpy (texture_menunames[texture_nummenus], (char*)temp->data);
665 strcat (texture_menunames[texture_nummenus], "/");
667 *pArray = g_slist_append (*pArray, strdup ((char*)temp->data));
668 if (++texture_nummenus == MAX_TEXTUREDIRS)
670 Sys_Printf("WARNING: max texture directories count has been reached!\n");
671 // push submenu and get out
672 item = gtk_menu_item_new_with_label (dirRoot);
673 gtk_widget_show (item);
674 gtk_container_add (GTK_CONTAINER (menu), item);
675 gtk_menu_item_set_submenu (GTK_MENU_ITEM (item), pSubMenu);
676 ClearGSList (texdirs);
681 while (temp && (strstr((char*)temp->data, dirRoot)==temp->data));
683 ptr = strchr (dirRoot, '_');
685 item = gtk_menu_item_new_with_label (dirRoot);
686 gtk_widget_show (item);
687 CheckMenuSplitting (menu);
688 gtk_container_add (GTK_CONTAINER (menu), item);
689 gtk_menu_item_set_submenu (GTK_MENU_ITEM (item), pSubMenuRef);
694 item = gtk_menu_item_new_with_label ((char*)temp->data);
695 gtk_widget_show (item);
696 CheckMenuSplitting (menu);
697 gtk_container_add (GTK_CONTAINER (menu), item);
698 gtk_signal_connect (GTK_OBJECT (item), "activate", GTK_SIGNAL_FUNC (HandleCommand),
699 GINT_TO_POINTER (CMD_TEXTUREWAD+texture_nummenus));
701 strcpy (texture_menunames[texture_nummenus], (char*)temp->data);
702 strcat (texture_menunames[texture_nummenus], "/");
704 *pArray = g_slist_append (*pArray, strdup ((char*)temp->data));
705 if (++texture_nummenus == MAX_TEXTUREDIRS)
707 Sys_Printf("WARNING: max texture directories count has been reached!\n");
708 ClearGSList (texdirs);
714 ClearGSList (texdirs);
719 Texture_ShowDirectory
720 relies on texture_directory global for the directory to use
722 void Texture_ShowDirectory (int menunum, bool bLinked)
723 void Texture_ShowDirectory (char* pPath, bool bLinked)
724 1) Load the shaders for the given directory
725 2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
726 NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
727 available through the IShaders interface
728 NOTE: for texture window layout:
729 all shaders are stored with alphabetical order after load
730 previously loaded and displayed stuff is hidden, only in-use and newly loaded is shown
731 ( the GL textures are not flushed though)
734 void Texture_ShowDirectory ()
737 char dirstring[1024];
739 int shaders_count = 0;
740 int textures_count = 0;
741 GSList *files = NULL, *temp;
743 g_bScreenUpdates = false;
745 // refresh the in-use textures: that will clear the IsDisplayed flag on unused stuff
746 // and leave it on in-use so they'll still be displayed
748 // and textures loaded in the following lines will be displayed as well...
749 // NOTE: shaders that are not in use but have been loaded previously are still in memory. But they don't get displayed.
751 g_qeglobals.d_texturewin.originy = 0;
752 // load texture_directory.shader
753 // NOTE: because of above call to Texture_ClearInuse, g_ActiveShaders will have the newly loaded shaders only
754 // we'll use that later to check if textures have a shader associated or not
755 // NOTE: all shaders loaded through QERApp_LoadShadersFromDir will get their InUse flag to True, we'll need a call to Texture_ShowInUse for later cleanup/adjustment
756 // NOTE: QERApp_LoadShadersFromDir has two criterions for loading a shader:
757 // the shaderfile is texture_directory (like "museum" will load everything in museum.shader)
758 // the shader name contains texture_directory (like "base_floor" will load museum.shader::base_floor/concfloor_rain)
759 shaders_count = QERApp_LoadShadersFromDir(texture_directory);
760 // load remaining texture files
761 // if a texture is already in use to represent a shader, ignore it
763 // need this function "GSList *lst SynapseServer::GetMinorList(char *major_name);"
765 sprintf (dirstring, "textures/%s", texture_directory);
766 g_ImageManager.BeginExtensionsScan();
768 while((ext=g_ImageManager.GetNextExtension()) != NULL)
770 files = g_slist_concat(files, vfsGetFileList (dirstring, ext));
773 for (temp = files; temp; temp = temp->next)
775 sprintf(name, "%s%s", texture_directory, (char*)temp->data);
777 StripExtension (name);
781 if (strTemp.Find(".specular") >= 0 ||
782 strTemp.Find(".glow") >= 0 ||
783 strTemp.Find(".bump") >= 0 ||
784 strTemp.Find(".diffuse") >= 0 ||
785 strTemp.Find(".blend") >= 0 ||
786 strTemp.Find(".alpha") >= 0)
789 // avoid ever loading a texture name with spaces
790 if (strTemp.Find(" ") >= 0)
792 Sys_FPrintf(SYS_WRN, "WARNING: Skipping texture name with spaces [%s]\n", strTemp.GetBuffer());
796 // build a texture name that fits the conventions for qtexture_t::name
798 sprintf( stdName, "textures/%s", name );
799 // check if this texture doesn't have a shader
800 if (!QERApp_ActiveShader_ForTextureName( stdName ))
802 QERApp_CreateShader_ForTextureName (stdName);
807 Sys_Printf("Loaded %d shaders and created default shader for %d orphan textures.\n",
808 shaders_count, textures_count );
810 vfsClearFileDirList (&files);
812 // sort for displaying
813 QERApp_SortActiveShaders();
815 sprintf (name, "Textures: %s", texture_directory);
816 gtk_window_set_title (GTK_WINDOW (g_qeglobals_gui.d_entity), name);
818 // select the first texture in the list
819 if (!g_qeglobals.d_texturewin.texdef.GetName()[0])
820 SelectTexture (16, g_qeglobals.d_texturewin.height -16, false);
822 g_bScreenUpdates = true;
824 Sys_UpdateWindows (W_TEXTURE);
829 Texture_ShowDirectory
830 1) Load the shaders for the given directory
831 2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
832 NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
833 available through the IShaders interface
836 void Texture_ShowDirectory (int menunum)
838 strcpy (texture_directory, texture_menunames[menunum-CMD_TEXTUREWAD]);
839 Texture_ShowDirectory();
842 // scroll origin so the current texture is completely on screen
843 // if current texture is not displayed, nothing is changed
844 void Texture_ResetPosition()
849 //this shouldn't ever happen, we startup with notex
850 if (!g_qeglobals.d_texturewin.texdef.GetName()[0]) {
854 // otherwise position with current texture shown
855 // this used to be in Texture_SetTexture
859 // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
860 Texture_NextPos (&x, &y);
862 // if the current texture never found (because // 'show shaders' is off,
863 // for example), do nothing
867 int nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
868 // we have found when texdef->name and the shader name match
869 // NOTE: as everywhere else for our comparisons, we are not case sensitive
870 if (!strcmpi( g_qeglobals.d_texturewin.texdef.GetName(), pCurrentShader->getName() ))
872 // take care of calls before initialized
873 if ( !g_qeglobals.d_texturewin.height) {
874 g_qeglobals.d_texturewin.originy = 0;
877 // if the bottom of our selected texture will fit with origin 0, use that
878 // to prevent scrolling uglyness (stuff scrolled off screen when
879 // everything would fit)
880 if ( -(y -nHeight-2*FONT_HEIGHT) < g_qeglobals.d_texturewin.height) {
881 g_qeglobals.d_texturewin.originy = 0;
884 // if current is off the top of the window, move it to the top
885 if (y > g_qeglobals.d_texturewin.originy)
887 g_qeglobals.d_texturewin.originy = y;
891 // if current is off the bottom, put it on the bottom
892 if (y-nHeight-2*FONT_HEIGHT < g_qeglobals.d_texturewin.originy-g_qeglobals.d_texturewin.height)
894 g_qeglobals.d_texturewin.originy = y-nHeight-2*FONT_HEIGHT+g_qeglobals.d_texturewin.height;
897 // if we made it here, it should already be in view
901 Sys_UpdateWindows (W_TEXTURE);
907 will set the IsDisplayed flag on all the active shaders, so we see everything that's currently in memory
910 void Texture_ShowAll()
915 if (g_bShowAllShaders)
916 Sys_Printf("WARNING: already showing all shaders\n");
918 QERApp_ActiveShaders_SetDisplayed(true);
919 g_bShowAllShaders = true;
920 // put some information in the texture window title?
921 sprintf (name, "Textures: in use");
922 gtk_window_set_title (GTK_WINDOW (g_qeglobals_gui.d_entity), name);
923 Sys_UpdateWindows (W_TEXTURE);
929 clear all IsDisplayed flags
930 scan the map, set IsInUse (will set IsDisplayed on the way)
931 NOTE: don't sort the textures, don't update the windows (it's used in several contexts, not always necessary to do either)
934 void WINAPI Texture_ShowInuse (void)
940 g_qeglobals.d_texturewin.originy = 0;
943 QERApp_ActiveShaders_SetDisplayed(false);
944 // scan and only display in-use stuff
945 Sys_Status("Selecting active textures", 0);
947 for (b=active_brushes.next ; b != NULL && b != &active_brushes ; b=b->next)
951 b->pPatch->pShader->SetInUse(true);
954 for (f=b->brush_faces ; f ; f=f->next)
956 f->pShader->SetInUse(true);
960 for (b=selected_brushes.next ; b != NULL && b != &selected_brushes ; b=b->next)
964 b->pPatch->pShader->SetInUse(true);
967 for (f=b->brush_faces ; f ; f=f->next)
969 f->pShader->SetInUse(true);
974 // we are no longer showing everything
975 g_bShowAllShaders = false;
976 // put some information in the texture window title?
977 sprintf (name, "Textures: in use");
978 gtk_window_set_title (GTK_WINDOW (g_qeglobals_gui.d_entity), name);
981 // select the first texture in the list
982 if (!g_qeglobals.d_texturewin.texdef.GetName()[0])
984 SelectTexture (16, g_qeglobals.d_texturewin.height -16, false);
988 void Texture_ShowStartupShaders()
990 if (g_PrefsDlg.m_nShader == PrefsDlg::SHADER_COMMON)
993 // HACK FOR JK2 SUPPORT
994 if (g_pGameDescription->mGameFile == "jk2.game" || g_pGameDescription->mGameFile == "ja.game")
996 strcpy (texture_directory, "system/");
999 // HACK FOR SOF2 SUPPORT
1000 else if (g_pGameDescription->mGameFile == "sof2.game")
1002 strcpy (texture_directory, "tools/");
1004 else strcpy (texture_directory, "common/");
1005 Texture_ShowDirectory ();
1008 if (g_PrefsDlg.m_nShader == PrefsDlg::SHADER_ALL) {
1010 char filename[1024];
1012 char dirstring[NAME_MAX];
1014 GSList *shaderfiles = NULL;
1016 strcpy(filename, g_pGameDescription->mShaderlist.GetBuffer());
1017 count = vfsGetFileCount(filename, 0);
1020 Sys_FPrintf(SYS_ERR, "Couldn't find '%s'\n", g_pGameDescription->mShaderlist.GetBuffer());
1024 if (!vfsGetFullPath(filename, 0, 0))
1026 Sys_FPrintf(SYS_ERR, "Couldn't find full path for '%s'\n", g_pGameDescription->mShaderlist.GetBuffer());
1030 Sys_Printf("Parsing shader files from %s\n", vfsGetFullPath(filename, 0, 0));
1031 nLen = vfsLoadFile (filename, reinterpret_cast<void**>(&pBuff), 0);
1034 StartTokenParsing(pBuff);
1036 while (GetToken(true))
1041 // each token should be a shader filename
1042 sprintf(dirstring, "%s.shader", token);
1044 for (tmp = shaderfiles; tmp != NULL; tmp = tmp->next)
1046 if (!strcmp (dirstring, (char*)tmp->data))
1049 Sys_FPrintf(SYS_WRN, "duplicate entry \"%s\" in shaderlist.txt\n", (char*)tmp->data);
1056 shaderfiles = g_slist_append (l_shaderfiles, strdup (dirstring));
1057 strcpy (texture_directory, dirstring);
1058 Texture_ShowDirectory ();
1068 ============================================================================
1072 TTimo: now based on a rundown through all the shaders
1073 nActiveShadersCount: number of shader that have a qtexture_t and may be displayed in the tex window
1074 nCurrentShader: index of active shader that has the current_texture
1075 pCurrentShader: IShader* for current shader
1076 NOTE: we expect the Active shaders count doesn't change during a Texture_StartPos .. Texture_NextPos cycle
1077 otherwise we may need to rely on a list instead of an array storage
1078 ============================================================================
1081 void Texture_StartPos (void)
1083 //++timo TODO: check use of current_texture and current_row?
1087 nActiveShadersCount = QERApp_GetActiveShaderCount();
1088 nCurrentShader = -1;
1089 current_texture = NULL;
1090 pCurrentShader = NULL;
1093 // if texture_showinuse jump over non in-use textures
1094 // it's not very clear what should be done here and what in Texture_Draw .. maybe merging the two would do good
1095 IShader* Texture_NextPos (int *x, int *y)
1100 if (nCurrentShader >= nActiveShadersCount - 1)
1103 current_texture = NULL;
1104 pCurrentShader = NULL;
1108 pCurrentShader = QERApp_ActiveShader_ForIndex(nCurrentShader);
1109 if (pCurrentShader == NULL)
1111 Sys_Printf("ERROR: unexpected pCurrentShader == NULL in Texture_NextPos\n");
1114 current_texture = pCurrentShader->getTexture();
1115 q = current_texture;
1119 Sys_Printf("WARNING: found an IShader without qtexture_t in Texture_NextPos\n");
1124 Never show anything other than "textures/" path,
1125 This is for q1/q2/q3 .map format, which expects "textures/" path on everything we apply
1127 if(strncmp(pCurrentShader->getName(), "textures/", 9) != 0)
1130 // don't show shaders?
1131 if (!(g_PrefsDlg.m_bShowShaders || pCurrentShader->IsDefault()))
1134 if (g_PrefsDlg.m_bTextureWindow)
1136 // some basic filtering
1137 if (!g_pParentWnd->GetTexWnd()->CheckFilter( pCurrentShader->getName() ))
1141 //++timo FIXME: texture_showinuse is useless? with the menu and reload we just refresh the IsDisplayed flag
1142 // but the IsInUse is only relevant to draw the green outline
1143 if (pCurrentShader->IsDisplayed())
1149 int nWidth = (int)(q->width * ((float)g_PrefsDlg.m_nTextureScale / 100));
1150 int nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
1151 if (current_x + nWidth > g_qeglobals.d_texturewin.width-8 && current_row)
1152 { // go to the next row unless the texture is the first on the row
1154 current_y -= current_row + FONT_HEIGHT + 4;
1161 // Is our texture larger than the row? If so, grow the
1162 // row height to match it
1164 if (current_row < nHeight)
1165 current_row = nHeight;
1167 // never go less than 64, or the names get all crunched up
1168 current_x += nWidth < 64 ? 64 : nWidth;
1171 return pCurrentShader;
1175 ============================================================================
1179 ============================================================================
1182 static int textures_cursorx, textures_cursory;
1188 brushprimit_texdef must be understood as a qtexture_t with width=2 height=2 ( the default one )
1192 //++timo NOTE: this is a mix of Shader module stuff and texture explorer
1193 // it might need to be split in parts or moved out .. dunno
1194 void WINAPI Texture_SetTexture (texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale, IPluginTexdef *pTexdef, bool bSetSelection )
1196 if (texdef->GetName()[0] == '(')
1198 Sys_Status("Can't select an entity texture", 0);
1201 g_qeglobals.d_texturewin.texdef = *texdef;
1202 g_qeglobals.d_texturewin.texdef.flags &= ~SURF_KEEP;
1203 g_qeglobals.d_texturewin.texdef.contents &= ~CONTENTS_KEEP;
1204 // store the shader pointer
1205 // NOTE: maybe passing the shader pointer would help?
1206 g_qeglobals.d_texturewin.pShader->DecRef();
1207 g_qeglobals.d_texturewin.pShader = QERApp_Shader_ForName(texdef->GetName());
1208 g_qeglobals.d_texturewin.pShader->IncRef();
1209 // set this shader as in use
1210 g_qeglobals.d_texturewin.pShader->SetInUse( true );
1211 // store the texture coordinates for new brush primitive mode
1212 // be sure that all the callers are using the default 2x2 texture
1213 if (g_qeglobals.m_bBrushPrimitMode)
1215 g_qeglobals.d_texturewin.brushprimit_texdef = *brushprimit_texdef;
1218 g_dlgFind.updateTextures(texdef->GetName());
1219 if (!g_dlgFind.isOpen() && bSetSelection)
1221 Select_SetTexture(texdef,brushprimit_texdef,bFitScale);
1224 //plugins: send a message telling that the selected texture may have changed
1225 DispatchRadiantMsg( RADIANT_TEXTURE );
1227 // scroll origin so the texture is completely on screen
1228 // takes texdef from g_qeglobals.d_texturewin.texdef, set above
1229 Texture_ResetPosition();
1232 void ViewShader(const char *pFile, const char *pName)
1234 // ask the vfs to build the full path to the file
1235 // (i.e. the first one found)
1236 char *fullName = vfsGetFullPath(pFile,0,0);
1237 if (fullName == NULL)
1239 Sys_FPrintf (SYS_ERR, "Couldn't get a full path to the shader file: %s\n", pFile);
1244 int nSize = vfsLoadFullPathFile(fullName, reinterpret_cast<void**>(&pBuff));
1247 Sys_FPrintf (SYS_ERR, "Failed to load shader file %s\n", fullName);
1250 // look for the shader declaration
1252 CString strFind = pName;
1253 CString strLook = pBuff;
1254 strLook.MakeLower();
1255 strFind.MakeLower();
1256 // offset used when jumping over commented out definitions
1260 nStart = strLook.Find(strFind, nOffset);
1263 // we have found something, maybe it's a commented out shader name?
1264 char *strCheck = new char[strLook.GetLength()+1];
1265 strcpy( strCheck, strLook.GetBuffer() );
1266 strCheck[nStart] = 0;
1267 char *pCheck = strrchr( strCheck, '\n' );
1268 // if there's a commentary sign in-between we'll continue
1269 if (pCheck && strstr( pCheck, "//" ))
1272 nOffset = nStart + 1;
1279 // now close the file
1282 DoTextEditor (fullName, nOffset);
1292 void SelectTexture (int mx, int my, bool bShift, bool bFitScale)
1297 brushprimit_texdef_t brushprimit_tex;
1299 my += g_qeglobals.d_texturewin.originy-g_qeglobals.d_texturewin.height;
1301 Texture_StartPos ();
1304 // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
1305 Texture_NextPos (&x, &y);
1306 q = current_texture;
1309 int nWidth = (int)(q->width * ((float)g_PrefsDlg.m_nTextureScale / 100));
1310 int nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
1311 if (mx > x && mx - x < nWidth
1312 && my < y && y - my < nHeight + FONT_HEIGHT)
1316 if (pCurrentShader->IsDefault())
1317 Sys_Printf("ERROR: %s is not a shader, it's a texture.\n", pCurrentShader->getName() );
1319 ViewShader( pCurrentShader->getShaderFileName(), pCurrentShader->getName() );
1323 memset (&tex, 0, sizeof(tex));
1324 memset (&brushprimit_tex, 0, sizeof(brushprimit_tex));
1325 if (g_qeglobals.m_bBrushPrimitMode)
1327 // brushprimit fitted to a 2x2 texture
1328 brushprimit_tex.coords[0][0] = 1.0f;
1329 brushprimit_tex.coords[1][1] = 1.0f;
1333 tex.scale[0] = g_pGameDescription->mTextureDefaultScale;
1334 tex.scale[1] = g_pGameDescription->mTextureDefaultScale;
1336 tex.flags = pCurrentShader->getFlags();
1337 // TTimo - shader code cleanup
1338 // texdef.name is the name of the shader, not the name of the actual texture file
1339 tex.SetName(pCurrentShader->getName());
1340 // NOTE WARNING: Texture_SetTexture uses Texture_NextPos stuff to move the window position on to the texture
1341 // if there's some kind of fuckup in Texture_SetTexture you may end up with different pCurrentShader or even pCurrentShader == NULL
1342 // so we just consider pCurrentShader and current_texture are not valid after this point
1343 IShader *pAuxShader = pCurrentShader;
1344 Texture_SetTexture ( &tex, &brushprimit_tex, bFitScale, NULL); // Nurail
1347 // if shader, print shader name, otherwise texture name
1348 //++timo FIXME: maybe CShader needs some properties between color / default / actual shader
1350 // this one is never supposed to be set as current one
1351 if (pAuxShader->IsColor())
1352 Sys_Printf("ERROR: unexpected pCurrentShader->IsColor() in SelectTexture\n");
1354 // NOTE: IsColor is false, IsDefault the only remaining property
1355 if (pAuxShader->IsDefault())
1358 // remove the "textures/" if needed
1359 if (strName.Find("textures/")!=-1)
1360 strName = strName.Mid(9);
1364 strName = pAuxShader->getName();
1366 strTex.Format("%s W: %i H: %i", strName.GetBuffer(), q->width, q->height);
1367 g_pParentWnd->SetStatusText(3, strTex);
1373 Sys_Status("Did not select a texture", 0);
1381 void Texture_MouseDown (int x, int y, int buttons)
1383 Sys_GetCursorPos (&textures_cursorx, &textures_cursory);
1385 // lbutton = select texture
1386 if (buttons == MK_LBUTTON || buttons == (MK_LBUTTON | MK_SHIFT) || buttons == (MK_LBUTTON | MK_CONTROL))
1388 SelectTexture (x, g_qeglobals.d_texturewin.height - 1 - y, buttons & MK_SHIFT, buttons & MK_CONTROL);
1389 UpdateSurfaceDialog();
1390 UpdatePatchInspector();
1400 void Texture_MouseMoved (int x, int y, int buttons)
1404 if ( buttons & MK_SHIFT )
1407 // rbutton = drag texture origin
1408 if (buttons & MK_RBUTTON)
1410 Sys_GetCursorPos (&x, &y);
1411 if ( y != textures_cursory)
1413 g_qeglobals.d_texturewin.originy += ( y-textures_cursory) * scale;
1414 if (g_qeglobals.d_texturewin.originy > 0)
1415 g_qeglobals.d_texturewin.originy = 0;
1416 Sys_SetCursorPos (textures_cursorx, textures_cursory);
1418 // (g_PrefsDlg.m_bTextureScrollbar && g_qeglobals_gui.d_texture_scroll != NULL)
1419 // fixes broken texture scrolling when scrollbar is disabled
1420 GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
1421 gtk_adjustment_set_value (vadjustment, abs(g_qeglobals.d_texturewin.originy));
1429 ============================================================================
1433 ============================================================================
1436 int imax(int iFloor, int i) { if (i>iFloor) return iFloor;return i;}
1441 TTimo: relying on the shaders list to display the textures
1442 we must query all qtexture_t* to manage and display through the IShaders interface
1443 this allows a plugin to completely override the texture system
1446 void Texture_Draw (int width, int height)
1448 int x, y, last_y = 0, last_height = 0, nWidth, nHeight;
1452 qglClearColor (g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][0],
1453 g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][1],
1454 g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][2], 0);
1455 qglViewport (0,0,width,height);
1456 qglMatrixMode(GL_PROJECTION);
1459 qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1460 qglDisable (GL_DEPTH_TEST);
1461 qglDisable(GL_BLEND);
1462 qglOrtho (0, width, g_qeglobals.d_texturewin.originy-height, g_qeglobals.d_texturewin.originy, -100, 100);
1463 qglEnable (GL_TEXTURE_2D);
1465 qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
1466 g_qeglobals.d_texturewin.width = width;
1467 g_qeglobals.d_texturewin.height = height;
1472 // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
1473 Texture_NextPos (&x, &y);
1474 q = current_texture;
1478 nWidth = (int)(q->width * ((float)g_PrefsDlg.m_nTextureScale / 100));
1479 nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
1486 last_height = MAX (nHeight, last_height);
1488 // Is this texture visible?
1489 if ((y-nHeight-FONT_HEIGHT < g_qeglobals.d_texturewin.originy)
1490 && (y > g_qeglobals.d_texturewin.originy - height))
1493 // if it's the current texture, draw a thick red line, else:
1494 // shaders have a white border, simple textures don't
1495 // if !texture_showinuse: (some textures displayed may not be in use)
1496 // draw an additional square around with 0.5 1 0.5 color
1497 if (!strcmpi(g_qeglobals.d_texturewin.texdef.GetName(), pCurrentShader->getName()))
1501 qglDisable (GL_TEXTURE_2D);
1503 qglBegin (GL_LINE_LOOP);
1504 qglVertex2f (x-4,y-FONT_HEIGHT+4);
1505 qglVertex2f (x-4,y-FONT_HEIGHT-nHeight-4);
1506 qglVertex2f (x+4+nWidth,y-FONT_HEIGHT-nHeight-4);
1507 qglVertex2f (x+4+nWidth,y-FONT_HEIGHT+4);
1510 qglEnable (GL_TEXTURE_2D);
1517 if (!pCurrentShader->IsDefault())
1520 qglDisable (GL_TEXTURE_2D);
1522 qglBegin (GL_LINE_LOOP);
1523 qglVertex2f (x-1,y+1-FONT_HEIGHT);
1524 qglVertex2f (x-1,y-nHeight-1-FONT_HEIGHT);
1525 qglVertex2f (x+1+nWidth,y-nHeight-1-FONT_HEIGHT);
1526 qglVertex2f (x+1+nWidth,y+1-FONT_HEIGHT);
1528 qglEnable (GL_TEXTURE_2D);
1531 // highlight in-use textures
1532 if (pCurrentShader->IsInUse())
1534 qglColor3f (0.5,1,0.5);
1535 qglDisable (GL_TEXTURE_2D);
1536 qglBegin (GL_LINE_LOOP);
1537 qglVertex2f (x-3,y+3-FONT_HEIGHT);
1538 qglVertex2f (x-3,y-nHeight-3-FONT_HEIGHT);
1539 qglVertex2f (x+3+nWidth,y-nHeight-3-FONT_HEIGHT);
1540 qglVertex2f (x+3+nWidth,y+3-FONT_HEIGHT);
1542 qglEnable (GL_TEXTURE_2D);
1547 qglBindTexture (GL_TEXTURE_2D, q->texture_number);
1548 QE_CheckOpenGLForErrors();
1550 qglBegin (GL_QUADS);
1551 qglTexCoord2f (0,0);
1552 qglVertex2f (x,y-FONT_HEIGHT);
1553 qglTexCoord2f (1,0);
1554 qglVertex2f (x+nWidth,y-FONT_HEIGHT);
1555 qglTexCoord2f (1,1);
1556 qglVertex2f (x+nWidth,y-FONT_HEIGHT-nHeight);
1557 qglTexCoord2f (0,1);
1558 qglVertex2f (x,y-FONT_HEIGHT-nHeight);
1561 // draw the texture name
1562 qglDisable (GL_TEXTURE_2D);
1565 qglRasterPos2f (x, y-FONT_HEIGHT+2);
1567 // don't draw the directory name
1568 name = (char*)pCurrentShader->getName();
1569 name += strlen(name);
1570 while(name != (char*)pCurrentShader->getName() && *(name-1) != '/' && *(name-1) != '\\')
1573 gtk_glwidget_print_string(name);
1574 qglEnable (GL_TEXTURE_2D);
1578 g_qeglobals.d_texturewin.m_nTotalHeight = abs(y) + last_height + FONT_HEIGHT + 4;
1580 // reset the current texture
1581 qglBindTexture(GL_TEXTURE_2D, 0);
1585 //++timo seems we only know hard inits now..
1586 //void Texture_Init (bool bHardInit)
1589 g_qeglobals.d_qtextures = NULL;
1590 // initialize the qtexture map
1591 if (g_qeglobals.d_qtexmap)
1593 Sys_FPrintf(SYS_ERR, "TODO: delete g_qeglobals.d_qtexmap in Texture_Init\n");
1595 g_qeglobals.d_qtexmap = g_hash_table_new (g_str_hash, g_str_equal);
1596 // initialize .. in some cases if no default texture / project loaded it crashes
1597 memset( &g_qeglobals.d_texturewin.texdef, 0, sizeof(g_qeglobals.d_texturewin.texdef) );
1598 g_qeglobals.d_texturewin.texdef.SetName(SHADER_NOT_FOUND);
1599 g_qeglobals.d_texturewin.pShader = QERApp_Shader_ForName(SHADER_NOT_FOUND);
1602 // FIXME TTimo this needs to move to the shader module along with l_shaderlist move
1603 // preload shader files that have been listed in shaderlist.txt
1604 void PreloadShaders()
1606 GSList *lst = l_shaderfiles;
1610 shadername = g_pGameDescription->mShaderPath;
1611 shadername += (char*)lst->data;
1612 QERApp_LoadShaderFile(shadername.GetBuffer());
1617 // TTimo: modified to expect the reletive path to the skin as input
1618 // will look into pak files if necessary
1619 // uses the shader code to load the texture Try_Texture_ForName
1620 // modified SkinInfo accordingly to store the qtexture_t and shader name (reletive version)
1621 // the .md3 have bundled filetype extension, but they don't fit with the actual data
1622 // ex: models/mapobjects/gargoyle.tga doesn't exist, but models/mapobjects/gargoyle.jpg can be used instead
1623 // so we remove the extension before load attempt
1624 int WINAPI Texture_LoadSkin(char *pName, int *pnWidth, int *pnHeight)
1626 // byte *pic = NULL;
1627 // byte *pic32 = NULL;
1631 const char *pCleanName;
1633 int nSize = g_lstSkinCache.GetSize();
1634 pCleanName = QERApp_CleanTextureName( pName, false );
1635 for (int i = 0; i < nSize; i++)
1637 SkinInfo *pInfo = reinterpret_cast<SkinInfo*>(g_lstSkinCache.GetAt(i));
1640 if (stricmp(pCleanName, pInfo->m_strName) == 0)
1642 return pInfo->m_nTextureBind;
1647 // if the load is successfull, we get back a qtexture_t
1648 // we don't need to free it, it's in g_qeglobals.d_qtextures
1649 // NOTE: we need to free the SkinInfo though..
1650 qtex = QERApp_Try_Texture_ForName( pCleanName );
1653 nTex = qtex->texture_number;
1654 pInfo = new SkinInfo(qtex->name, nTex, qtex);
1657 pInfo = new SkinInfo(pCleanName, -1, NULL);
1659 g_lstSkinCache.Add(pInfo);
1664 bool TexWnd::CheckFilter( const char* name )
1666 const char* buf = gtk_entry_get_text (GTK_ENTRY (m_pFilter));
1667 if (strstr( name, buf ) != 0)
1672 // =============================================================================
1675 static void vertical_scroll (GtkWidget *widget, gpointer data)
1677 ((TexWnd*)data)->OnVScroll ();
1680 static void filter_changed (GtkWidget *widget, gpointer data)
1683 str = gtk_entry_get_text (GTK_ENTRY (widget));
1684 ((TexWnd*)data)->UpdateFilter (str);
1687 // =============================================================================
1694 m_bNeedRange = true;
1701 void TexWnd::OnCreate ()
1703 if (!MakeCurrent ())
1704 Error ("glMakeCurrent in TexWnd::OnCreate failed");
1706 g_qeglobals_gui.d_texture = m_pWidget;
1707 g_nTextureOffset = 0;
1709 GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
1710 gtk_signal_connect (GTK_OBJECT (vadjustment), "value_changed", GTK_SIGNAL_FUNC (vertical_scroll), this);
1712 if (g_PrefsDlg.m_bTextureScrollbar)
1713 gtk_widget_show (g_qeglobals_gui.d_texture_scroll);
1715 gtk_widget_hide (g_qeglobals_gui.d_texture_scroll);
1716 m_bNeedRange = true;
1718 gtk_signal_connect (GTK_OBJECT (m_pFilter), "changed", GTK_SIGNAL_FUNC (filter_changed), this);
1719 if (g_PrefsDlg.m_bTextureWindow)
1720 gtk_widget_show (m_pFilter);
1723 void TexWnd::UpdateFilter(const char* pFilter)
1725 g_bFilterEnabled = false;
1728 g_strFilter = pFilter;
1729 if (g_strFilter.GetLength() > 0)
1730 g_bFilterEnabled = true;
1731 QERApp_SortActiveShaders();
1733 Sys_UpdateWindows (W_TEXTURE);
1736 void TexWnd::OnSize (int cx, int cy)
1738 m_bNeedRange = true;
1741 void TexWnd::OnExpose ()
1743 int nOld = g_qeglobals.d_texturewin.m_nTotalHeight;
1744 if (!MakeCurrent ())
1746 Sys_Printf("ERROR: glXMakeCurrent failed..\n ");
1747 Sys_Printf("Please restart Radiant if the Texture view is not working\n");
1750 QE_CheckOpenGLForErrors();
1751 Texture_Draw (m_pWidget->allocation.width, m_pWidget->allocation.height - g_nTextureOffset);
1752 QE_CheckOpenGLForErrors();
1755 if (g_PrefsDlg.m_bTextureScrollbar && (m_bNeedRange || g_qeglobals.d_texturewin.m_nTotalHeight != nOld))
1757 GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
1759 vadjustment->value = -g_qeglobals.d_texturewin.originy;
1760 vadjustment->page_size = m_pWidget->allocation.height;
1761 vadjustment->page_increment = m_pWidget->allocation.height/2;
1762 vadjustment->step_increment = 20;
1763 vadjustment->lower = 0;
1764 vadjustment->upper = g_qeglobals.d_texturewin.m_nTotalHeight;
1766 gtk_signal_emit_by_name (GTK_OBJECT (vadjustment), "changed");
1768 m_bNeedRange = false;
1772 void TexWnd::OnLButtonDown (guint32 flags, int pointx, int pointy)
1775 Texture_MouseDown (pointx, pointy - g_nTextureOffset, flags);
1778 void TexWnd::OnRButtonDown (guint32 flags, int pointx, int pointy)
1781 Texture_MouseDown (pointx, pointy - g_nTextureOffset, flags);
1784 void TexWnd::OnMButtonDown (guint32 flags, int pointx, int pointy)
1787 Texture_MouseDown (pointx, pointy - g_nTextureOffset, flags);
1790 void TexWnd::OnLButtonUp (guint32 flags, int pointx, int pointy)
1793 DragDropTexture (flags, pointx, pointy);
1796 void TexWnd::OnRButtonUp (guint32 flags, int pointx, int pointy)
1801 void TexWnd::OnMButtonUp (guint32 flags, int pointx, int pointy)
1806 void TexWnd::OnMouseMove (guint32 flags, int pointx, int pointy)
1808 Texture_MouseMoved (pointx, pointy - g_nTextureOffset, flags);
1809 // if scrollbar is hidden, we don't seem to get an update
1810 if( !g_PrefsDlg.m_bTextureScrollbar )
1814 void TexWnd::OnVScroll ()
1816 GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
1818 g_qeglobals.d_texturewin.originy = - (int)vadjustment->value;
1822 void TexWnd::UpdatePrefs()
1824 if (g_PrefsDlg.m_bTextureWindow)
1825 gtk_widget_show (m_pFilter);
1827 gtk_widget_hide (m_pFilter);
1829 if (g_PrefsDlg.m_bTextureScrollbar)
1830 gtk_widget_show (g_qeglobals_gui.d_texture_scroll);
1832 gtk_widget_hide (g_qeglobals_gui.d_texture_scroll);
1833 m_bNeedRange = true;
1837 void TexWnd::FocusEdit()
1839 if (GTK_WIDGET_VISIBLE (m_pFilter))
1840 gtk_window_set_focus (GTK_WINDOW (g_pParentWnd->m_pWidget), m_pFilter);
1843 void TexWnd::OnMouseWheel(bool bUp)
1847 if(g_qeglobals.d_texturewin.originy < 0) {
1848 g_qeglobals.d_texturewin.originy += g_PrefsDlg.m_nWheelInc;
1849 // clamp so we don't get jiggle if moved by less than scrollwheel increment
1850 if(g_qeglobals.d_texturewin.originy > 0) {
1851 g_qeglobals.d_texturewin.originy = 0;
1857 if(g_qeglobals.d_texturewin.originy > (-g_qeglobals.d_texturewin.m_nTotalHeight + g_qeglobals.d_texturewin.height))
1858 g_qeglobals.d_texturewin.originy -= g_PrefsDlg.m_nWheelInc;
1860 GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
1861 gtk_adjustment_set_value (vadjustment, abs(g_qeglobals.d_texturewin.originy));
1866 void TexWnd::DragDropTexture (guint32 flags, int pointx, int pointy)
1868 // This gets called from leftmouse up event. We see if the mouseup is above
1869 // the camwindow. If this is the case do a trace for a surface. If we hit a
1870 // surface, texture it with the current texture.
1872 int m_ptXcheck, m_ptYcheck;
1880 // we only want to catch a plain mouseevent
1884 // see if we are above the camwindow
1885 Sys_GetCursorPos (&m_ptX, &m_ptY);
1887 if (g_pParentWnd->CurrentStyle() == MainFrame::eFloating)
1888 widget = g_pParentWnd->GetCamWnd()->m_pParent;
1890 widget = g_pParentWnd->GetCamWnd()->GetWidget();
1892 get_window_pos (widget, &x, &y);
1894 if (m_ptX < x || m_ptY < y ||
1895 m_ptX > x + widget->allocation.width ||
1896 m_ptY > y + widget->allocation.height)
1899 // check if the camwindow isn't being partially hidden by another window at this point
1903 if( g_pParentWnd->GetCamWnd()->GetWidget()->window != gdk_window_at_pointer( &m_ptXcheck, &m_ptYcheck ) )
1906 // calc ray direction
1908 y = g_pParentWnd->GetCamWnd()->Camera()->height - 1 - (m_ptY - y);
1909 u = (float)( y - ( g_pParentWnd->GetCamWnd()->Camera()->height * .5f ) ) / ( g_pParentWnd->GetCamWnd()->Camera()->height * .5f );
1910 r = (float)( x - ( g_pParentWnd->GetCamWnd()->Camera()->width * .5f ) ) / ( g_pParentWnd->GetCamWnd()->Camera()->width * .5f );
1913 for (i=0 ; i<3 ; i++)
1914 dir[i] = g_pParentWnd->GetCamWnd()->Camera()->vpn[i] * f +
1915 g_pParentWnd->GetCamWnd()->Camera()->vright[i] * r +
1916 g_pParentWnd->GetCamWnd()->Camera()->vup[i] * u;
1917 VectorNormalize (dir, dir);
1919 // do a trace for a surface
1922 t = Test_Ray (g_pParentWnd->GetCamWnd()->Camera()->origin, dir, SF_SINGLEFACE);
1927 brushprimit_texdef_t brushprimit_tex;
1929 memset (&tex, 0, sizeof(tex));
1930 memset (&brushprimit_tex, 0, sizeof(brushprimit_tex));
1931 if (g_qeglobals.m_bBrushPrimitMode)
1933 // brushprimit fitted to a 2x2 texture
1934 brushprimit_tex.coords[0][0] = 1.0f;
1935 brushprimit_tex.coords[1][1] = 1.0f;
1938 tex.scale[0] = g_pGameDescription->mTextureDefaultScale;
1939 tex.scale[1] = g_pGameDescription->mTextureDefaultScale;
1941 tex.flags = g_qeglobals.d_texturewin.texdef.flags;
1942 tex.value = g_qeglobals.d_texturewin.texdef.value;
1943 tex.contents = g_qeglobals.d_texturewin.texdef.contents;
1944 // TTimo - shader code cleanup
1945 // texdef.name is the name of the shader, not the name of the actual texture file
1946 tex.SetName(g_qeglobals.d_texturewin.texdef.GetName());
1948 Undo_Start("set face textures");
1949 Undo_AddBrush(t.brush);
1950 SetFaceTexdef (t.face, &tex, &brushprimit_tex, false, NULL );
1951 Brush_Build(t.brush, false);
1952 Undo_EndBrush(t.brush);
1955 Sys_UpdateWindows (W_CAMERA);
1956 g_pParentWnd->OnTimer ();