/*
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ Copyright (C) 1999-2006 Id Software, Inc. and contributors.
+ For a list of contributors, see the accompanying CONTRIBUTORS file.
-This file is part of GtkRadiant.
+ This file is part of GtkRadiant.
-GtkRadiant is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
+ GtkRadiant is free software; you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation; either version 2 of the License, or
+ (at your option) any later version.
-GtkRadiant is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+ GtkRadiant is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
-You should have received a copy of the GNU General Public License
-along with GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-*/
+ You should have received a copy of the GNU General Public License
+ along with GtkRadiant; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ */
//
// Camera Window
// Leonardo Zide (leo@lokigames.com)
//
-#include "stdafx.h"
+#include "camwindow.h"
+
#include <gtk/gtk.h>
-#include <GL/gl.h>
+#include <gdk/gdkkeysyms.h>
+
+#include "debugging/debugging.h"
+
+#include "iscenegraph.h"
+#include "irender.h"
+#include "igl.h"
+#include "icamera.h"
+#include "cullable.h"
+#include "renderable.h"
+#include "preferencesystem.h"
+
+#include "signal/signal.h"
+#include "container/array.h"
+#include "scenelib.h"
+#include "render.h"
+#include "cmdlib.h"
+#include "math/frustum.h"
+
+#include "gtkutil/widget.h"
+#include "gtkutil/button.h"
+#include "gtkutil/toolbar.h"
+#include "gtkutil/glwidget.h"
+#include "gtkutil/xorrectangle.h"
+#include "gtkmisc.h"
+#include "selection.h"
+#include "mainframe.h"
+#include "preferences.h"
+#include "commands.h"
+#include "xywindow.h"
+#include "windowobservers.h"
+#include "renderstate.h"
+
+#include "timer.h"
+
+Signal0 g_cameraMoved_callbacks;
+
+void AddCameraMovedCallback( const SignalHandler& handler ){
+ g_cameraMoved_callbacks.connectLast( handler );
+}
+
+void CameraMovedNotify(){
+ g_cameraMoved_callbacks();
+}
-extern void DrawPathLines();
-extern void Select_ShiftTexture(int x, int y);
-extern void Select_RotateTexture(int amt);
-extern void DrawAlternatePoint(vec3_t v, float scale);
-//extern void Select_ScaleTexture(int x, int y);
-extern int g_nPatchClickedView;
+struct camwindow_globals_private_t
+{
+ int m_nMoveSpeed;
+ bool m_bCamLinkSpeed;
+ int m_nAngleSpeed;
+ bool m_bCamInverseMouse;
+ bool m_bCamDiscrete;
+ bool m_bCubicClipping;
+ bool m_showStats;
+ int m_nStrafeMode;
+
+ camwindow_globals_private_t() :
+ m_nMoveSpeed( 100 ),
+ m_bCamLinkSpeed( true ),
+ m_nAngleSpeed( 3 ),
+ m_bCamInverseMouse( false ),
+ m_bCamDiscrete( true ),
+ m_bCubicClipping( true ),
+ m_showStats( true ),
+ m_nStrafeMode( 0 ){
+ }
-brush_t* g_pSplitList = NULL;
+};
-// =============================================================================
-// CamWnd class
+camwindow_globals_private_t g_camwindow_globals_private;
-CamWnd::CamWnd ()
- : GLWindow (TRUE), m_XORRectangle(m_pWidget)
+
+const Matrix4 g_opengl2radiant(
+ 0, 0,-1, 0,
+ -1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 0, 1
+ );
+
+const Matrix4 g_radiant2opengl(
+ 0,-1, 0, 0,
+ 0, 0, 1, 0,
+ -1, 0, 0, 0,
+ 0, 0, 0, 1
+ );
+
+struct camera_t;
+void Camera_mouseMove( camera_t& camera, int x, int y );
+
+enum camera_draw_mode
{
- m_nNumTransBrushes = 0;
- memset(&m_Camera, 0, sizeof(camera_t));
- m_pSide_select = NULL;
- m_bClipMode = false;
- m_bFreeMove = false;
- Cam_Init();
-}
+ cd_wire,
+ cd_solid,
+ cd_texture,
+ cd_lighting
+};
-CamWnd::~CamWnd ()
+struct camera_t
{
+ int width, height;
+
+ bool timing;
+
+ Vector3 origin;
+ Vector3 angles;
+
+ Vector3 color; // background
+
+ Vector3 forward, right; // move matrix (TTimo: used to have up but it was not updated)
+ Vector3 vup, vpn, vright; // view matrix (taken from the modelview matrix)
+
+ Matrix4 projection;
+ Matrix4 modelview;
+
+ bool m_strafe; // true when in strafemode toggled by the ctrl-key
+ bool m_strafe_forward; // true when in strafemode by ctrl-key and shift is pressed for forward strafing
+
+ unsigned int movementflags; // movement flags
+ Timer m_keycontrol_timer;
+ guint m_keymove_handler;
+
+
+ float fieldOfView;
+
+ DeferredMotionDelta m_mouseMove;
+
+ static void motionDelta( int x, int y, void* data ){
+ Camera_mouseMove( *reinterpret_cast<camera_t*>( data ), x, y );
+ }
+
+ View* m_view;
+ Callback<void()> m_update;
+
+ static camera_draw_mode draw_mode;
+
+ camera_t( View* view, const Callback<void()>& update )
+ : width( 0 ),
+ height( 0 ),
+ timing( false ),
+ origin( 0, 0, 0 ),
+ angles( 0, 0, 0 ),
+ color( 0, 0, 0 ),
+ projection( g_matrix4_identity ),
+ modelview( g_matrix4_identity ),
+ movementflags( 0 ),
+ m_keycontrol_timer(),
+ m_keymove_handler( 0 ),
+ fieldOfView( 90.0f ),
+ m_mouseMove( motionDelta, this ),
+ m_view( view ),
+ m_update( update ){
+ }
+};
+
+camera_draw_mode camera_t::draw_mode = cd_texture;
+
+inline Matrix4 projection_for_camera( float near_z, float far_z, float fieldOfView, int width, int height ){
+ const float half_width = static_cast<float>( near_z * tan( degrees_to_radians( fieldOfView * 0.5 ) ) );
+ const float half_height = half_width * ( static_cast<float>( height ) / static_cast<float>( width ) );
+
+ return matrix4_frustum(
+ -half_width,
+ half_width,
+ -half_height,
+ half_height,
+ near_z,
+ far_z
+ );
}
-void CamWnd::OnCreate ()
-{
- if (!MakeCurrent ())
- Error ("glMakeCurrent failed");
-
- // report OpenGL information
- Sys_Printf ("GL_VENDOR: %s\n", qglGetString (GL_VENDOR));
- Sys_Printf ("GL_RENDERER: %s\n", qglGetString (GL_RENDERER));
- Sys_Printf ("GL_VERSION: %s\n", qglGetString (GL_VERSION));
- Sys_Printf ("GL_EXTENSIONS: %s\n", qglGetString (GL_EXTENSIONS));
-
- // Set off texture compression supported
- g_qeglobals.bTextureCompressionSupported = 0;
-
- // finalize OpenGL init
- // NOTE
- // why is this here? well .. the Gtk objects get constructed when you enter gtk_main
- // and I wanted to have the extensions information in the editor startup console (avoid looking that up in the early console)
- // RIANT
- // I Split this up so as to add support for extension and user-friendly
- // compression format selection.
- // ADD new globals for your new format so as to minimise
- // calls to Sys_QGL_ExtensionSupported
- // NOTE TTimo: I don't really like this approach with globals. Frequent calls to Sys_QGL_ExtensionSupported don't sound like
- // a problem to me. If there is some caching to be done, then I think it should be inside Sys_QGL_ExtensionSupported
- ///////////////////////////////////////////
- // Check for default OpenGL
- if (Sys_QGL_ExtensionSupported ("GL_ARB_texture_compression"))
- {
- g_qeglobals.bTextureCompressionSupported = 1;
- g_qeglobals.m_bOpenGLCompressionSupported = 1;
- }
-
- // INSERT PROPRIETARY EXTENSIONS HERE
- // Check for S3 extensions
- // create a bool global for extension supported
- if (Sys_QGL_ExtensionSupported ("GL_EXT_texture_compression_s3tc"))
- {
- g_qeglobals.bTextureCompressionSupported = 1;
- g_qeglobals.m_bS3CompressionSupported = 1;
- }
-
- g_qeglobals.m_bOpenGLReady = true;
-
- g_PrefsDlg.UpdateTextureCompression();
-
-#ifdef ATIHACK_812
- g_PrefsDlg.UpdateATIHack();
-#endif
+float Camera_getFarClipPlane( camera_t& camera ){
+ return ( g_camwindow_globals_private.m_bCubicClipping ) ? pow( 2.0, ( g_camwindow_globals.m_nCubicScale + 7 ) / 2.0 ) : 32768.0f;
+}
+
+void Camera_updateProjection( camera_t& camera ){
+ float farClip = Camera_getFarClipPlane( camera );
+ camera.projection = projection_for_camera( farClip / 4096.0f, farClip, camera.fieldOfView, camera.width, camera.height );
- g_qeglobals_gui.d_camera = m_pWidget;
+ camera.m_view->Construct( camera.projection, camera.modelview, camera.width, camera.height );
}
-void CamWnd::Cam_Init ()
-{
- m_Camera.timing = false;
- m_Camera.origin[0] = 0.f;
- m_Camera.origin[1] = 20.f;
- m_Camera.origin[2] = 46.f;
- m_Camera.color[0] = 0.3f;
- m_Camera.color[1] = 0.3f;
- m_Camera.color[2] = 0.3f;
- m_nCambuttonstate = 0;
+void Camera_updateVectors( camera_t& camera ){
+ for ( int i = 0 ; i < 3 ; i++ )
+ {
+ camera.vright[i] = camera.modelview[( i << 2 ) + 0];
+ camera.vup[i] = camera.modelview[( i << 2 ) + 1];
+ camera.vpn[i] = camera.modelview[( i << 2 ) + 2];
+ }
}
-void CamWnd::OnSize(int cx, int cy)
-{
- m_Camera.width = cx;
- m_Camera.height = cy;
- gtk_widget_queue_draw(m_pWidget);
+void Camera_updateModelview( camera_t& camera ){
+ camera.modelview = g_matrix4_identity;
+
+ // roll, pitch, yaw
+ Vector3 radiant_eulerXYZ( 0, -camera.angles[CAMERA_PITCH], camera.angles[CAMERA_YAW] );
+
+ matrix4_translate_by_vec3( camera.modelview, camera.origin );
+ matrix4_rotate_by_euler_xyz_degrees( camera.modelview, radiant_eulerXYZ );
+ matrix4_multiply_by_matrix4( camera.modelview, g_radiant2opengl );
+ matrix4_affine_invert( camera.modelview );
+
+ Camera_updateVectors( camera );
+
+ camera.m_view->Construct( camera.projection, camera.modelview, camera.width, camera.height );
}
-rectangle_t rectangle_from_area_cam()
-{
- const float left = MIN(g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaBR[0]);
- const float top = MAX(g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[1]);
- const float right = MAX(g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaBR[0]);
- const float bottom = MIN(g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[1]);
- return rectangle_t(left, bottom, right - left, top - bottom);
+
+void Camera_Move_updateAxes( camera_t& camera ){
+ double ya = degrees_to_radians( camera.angles[CAMERA_YAW] );
+
+ // the movement matrix is kept 2d
+ camera.forward[0] = static_cast<float>( cos( ya ) );
+ camera.forward[1] = static_cast<float>( sin( ya ) );
+ camera.forward[2] = 0;
+ camera.right[0] = camera.forward[1];
+ camera.right[1] = -camera.forward[0];
}
-void update_xor_rectangle(XORRectangle& xor_rectangle)
-{
- rectangle_t rectangle;
- if ((g_qeglobals.d_select_mode == sel_area))
- rectangle = rectangle_from_area_cam();
- xor_rectangle.set(rectangle);
+void Camera_Freemove_updateAxes( camera_t& camera ){
+ camera.right = camera.vright;
+ camera.forward = vector3_negated( camera.vpn );
}
-void CamWnd::OnMouseMove(guint32 flags, int pointx, int pointy)
-{
- int height = m_pWidget->allocation.height;
- // NOTE RR2DO2 this hasn't got any use anymore really. It is an old qeradiant feature
- // that can be re-enabled by removing the checks for HasCapture and not shift/ctrl down
- // but the scaling/rotating (unless done with the steps set in the surface inspector
- // dialog) is way too sensitive to be of any use
- if (HasCapture () && Sys_AltDown () &&
- !((flags & MK_SHIFT) || (flags & MK_CONTROL)))
- {
- if (flags & MK_CONTROL)
- Select_RotateTexture(pointy - m_ptLastCursorY);
- else
- if (flags & MK_SHIFT)
- Select_ScaleTexture(pointx - m_ptLastCursorX, m_ptLastCursorY - pointy);
- else
- Select_ShiftTexture(pointx - m_ptLastCursorX, m_ptLastCursorY - pointy);
- }
- else
- {
- Cam_MouseMoved(pointx, height - 1 - pointy, flags);
- }
- m_ptLastCursorX = pointx;
- m_ptLastCursorY = pointy;
-
- update_xor_rectangle(m_XORRectangle);
-}
-
-void CamWnd::OnMouseWheel(bool bUp)
-{
- if (bUp)
- VectorMA (m_Camera.origin, g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);
- else
- VectorMA (m_Camera.origin, -g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);
+const Vector3& Camera_getOrigin( camera_t& camera ){
+ return camera.origin;
+}
- int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);
- Sys_UpdateWindows (nUpdate);
- g_pParentWnd->OnTimer ();
+void Camera_setOrigin( camera_t& camera, const Vector3& origin ){
+ camera.origin = origin;
+ Camera_updateModelview( camera );
+ camera.m_update();
+ CameraMovedNotify();
}
-void CamWnd::OnLButtonDown(guint32 nFlags, int pointx, int pointy)
-{
- m_ptLastCursorX = pointx;
- m_ptLastCursorY = pointy;
- OriginalMouseDown(nFlags, pointx, pointy);
+const Vector3& Camera_getAngles( camera_t& camera ){
+ return camera.angles;
}
-void CamWnd::OnLButtonUp(guint32 nFlags, int pointx, int pointy)
-{
- OriginalMouseUp(nFlags, pointx, pointy);
+void Camera_setAngles( camera_t& camera, const Vector3& angles ){
+ camera.angles = angles;
+ Camera_updateModelview( camera );
+ camera.m_update();
+ CameraMovedNotify();
}
-void CamWnd::OnMButtonDown(guint32 nFlags, int pointx, int pointy)
-{
- OriginalMouseDown(nFlags, pointx, pointy);
+
+void Camera_FreeMove( camera_t& camera, int dx, int dy ){
+ // free strafe mode, toggled by the ctrl key with optional shift for forward movement
+ if ( camera.m_strafe ) {
+ float strafespeed = 0.65f;
+
+ if ( g_camwindow_globals_private.m_bCamLinkSpeed ) {
+ strafespeed = (float)g_camwindow_globals_private.m_nMoveSpeed / 100;
+ }
+
+ camera.origin -= camera.vright * strafespeed * dx;
+ if ( camera.m_strafe_forward ) {
+ camera.origin += camera.vpn * strafespeed * dy;
+ }
+ else{
+ camera.origin += camera.vup * strafespeed * dy;
+ }
+ }
+ else // free rotation
+ {
+ const float dtime = 0.1f;
+
+ if ( g_camwindow_globals_private.m_bCamInverseMouse ) {
+ camera.angles[CAMERA_PITCH] -= dy * dtime * g_camwindow_globals_private.m_nAngleSpeed;
+ }
+ else{
+ camera.angles[CAMERA_PITCH] += dy * dtime * g_camwindow_globals_private.m_nAngleSpeed;
+ }
+
+ camera.angles[CAMERA_YAW] += dx * dtime * g_camwindow_globals_private.m_nAngleSpeed;
+
+ if ( camera.angles[CAMERA_PITCH] > 90 ) {
+ camera.angles[CAMERA_PITCH] = 90;
+ }
+ else if ( camera.angles[CAMERA_PITCH] < -90 ) {
+ camera.angles[CAMERA_PITCH] = -90;
+ }
+
+ if ( camera.angles[CAMERA_YAW] >= 360 ) {
+ camera.angles[CAMERA_YAW] -= 360;
+ }
+ else if ( camera.angles[CAMERA_YAW] <= 0 ) {
+ camera.angles[CAMERA_YAW] += 360;
+ }
+ }
+
+ Camera_updateModelview( camera );
+ Camera_Freemove_updateAxes( camera );
}
-void CamWnd::OnMButtonUp(guint32 nFlags, int pointx, int pointy)
-{
- OriginalMouseUp(nFlags, pointx, pointy);
+void Cam_MouseControl( camera_t& camera, int x, int y ){
+ float xf = (float)( x - camera.width / 2 ) / ( camera.width / 2 );
+ float yf = (float)( y - camera.height / 2 ) / ( camera.height / 2 );
+
+ xf *= 1.0f - fabsf( yf );
+ if ( xf < 0 ) {
+ xf += 0.1f;
+ if ( xf > 0 ) {
+ xf = 0;
+ }
+ }
+ else
+ {
+ xf -= 0.1f;
+ if ( xf < 0 ) {
+ xf = 0;
+ }
+ }
+
+ vector3_add( camera.origin, vector3_scaled( camera.forward, yf * 0.1f * g_camwindow_globals_private.m_nMoveSpeed ) );
+ camera.angles[CAMERA_YAW] += xf * -0.1f * g_camwindow_globals_private.m_nAngleSpeed;
+
+ Camera_updateModelview( camera );
}
-void CamWnd::OnRButtonDown(guint32 nFlags, int pointx, int pointy)
-{
- OriginalMouseDown(nFlags, pointx, pointy);
+void Camera_mouseMove( camera_t& camera, int x, int y ){
+ //globalOutputStream() << "mousemove... ";
+ Camera_FreeMove( camera, -x, -y );
+ camera.m_update();
+ CameraMovedNotify();
}
-void CamWnd::OnRButtonUp(guint32 nFlags, int pointx, int pointy)
-{
- OriginalMouseUp(nFlags, pointx, pointy);
+const unsigned int MOVE_NONE = 0;
+const unsigned int MOVE_FORWARD = 1 << 0;
+const unsigned int MOVE_BACK = 1 << 1;
+const unsigned int MOVE_ROTRIGHT = 1 << 2;
+const unsigned int MOVE_ROTLEFT = 1 << 3;
+const unsigned int MOVE_STRAFERIGHT = 1 << 4;
+const unsigned int MOVE_STRAFELEFT = 1 << 5;
+const unsigned int MOVE_UP = 1 << 6;
+const unsigned int MOVE_DOWN = 1 << 7;
+const unsigned int MOVE_PITCHUP = 1 << 8;
+const unsigned int MOVE_PITCHDOWN = 1 << 9;
+const unsigned int MOVE_ALL = MOVE_FORWARD | MOVE_BACK | MOVE_ROTRIGHT | MOVE_ROTLEFT | MOVE_STRAFERIGHT | MOVE_STRAFELEFT | MOVE_UP | MOVE_DOWN | MOVE_PITCHUP | MOVE_PITCHDOWN;
+
+void Cam_KeyControl( camera_t& camera, float dtime ){
+ // Update angles
+ if ( camera.movementflags & MOVE_ROTLEFT ) {
+ camera.angles[CAMERA_YAW] += 15 * dtime * g_camwindow_globals_private.m_nAngleSpeed;
+ }
+ if ( camera.movementflags & MOVE_ROTRIGHT ) {
+ camera.angles[CAMERA_YAW] -= 15 * dtime * g_camwindow_globals_private.m_nAngleSpeed;
+ }
+ if ( camera.movementflags & MOVE_PITCHUP ) {
+ camera.angles[CAMERA_PITCH] += 15 * dtime * g_camwindow_globals_private.m_nAngleSpeed;
+ if ( camera.angles[CAMERA_PITCH] > 90 ) {
+ camera.angles[CAMERA_PITCH] = 90;
+ }
+ }
+ if ( camera.movementflags & MOVE_PITCHDOWN ) {
+ camera.angles[CAMERA_PITCH] -= 15 * dtime * g_camwindow_globals_private.m_nAngleSpeed;
+ if ( camera.angles[CAMERA_PITCH] < -90 ) {
+ camera.angles[CAMERA_PITCH] = -90;
+ }
+ }
+
+ Camera_updateModelview( camera );
+ Camera_Freemove_updateAxes( camera );
+
+ // Update position
+ if ( camera.movementflags & MOVE_FORWARD ) {
+ vector3_add( camera.origin, vector3_scaled( camera.forward, dtime * g_camwindow_globals_private.m_nMoveSpeed ) );
+ }
+ if ( camera.movementflags & MOVE_BACK ) {
+ vector3_add( camera.origin, vector3_scaled( camera.forward, -dtime * g_camwindow_globals_private.m_nMoveSpeed ) );
+ }
+ if ( camera.movementflags & MOVE_STRAFELEFT ) {
+ vector3_add( camera.origin, vector3_scaled( camera.right, -dtime * g_camwindow_globals_private.m_nMoveSpeed ) );
+ }
+ if ( camera.movementflags & MOVE_STRAFERIGHT ) {
+ vector3_add( camera.origin, vector3_scaled( camera.right, dtime * g_camwindow_globals_private.m_nMoveSpeed ) );
+ }
+ if ( camera.movementflags & MOVE_UP ) {
+ vector3_add( camera.origin, vector3_scaled( g_vector3_axis_z, dtime * g_camwindow_globals_private.m_nMoveSpeed ) );
+ }
+ if ( camera.movementflags & MOVE_DOWN ) {
+ vector3_add( camera.origin, vector3_scaled( g_vector3_axis_z, -dtime * g_camwindow_globals_private.m_nMoveSpeed ) );
+ }
+
+ Camera_updateModelview( camera );
}
-void CamWnd::OriginalMouseUp(guint32 nFlags, int pointx, int pointy)
-{
- int height = m_pWidget->allocation.height;
+void Camera_keyMove( camera_t& camera ){
+ camera.m_mouseMove.flush();
- if(g_qeglobals.d_select_mode == sel_facets_on || g_qeglobals.d_select_mode == sel_facets_off)
- {
- g_qeglobals.d_select_mode = sel_brush;
- }
+ //globalOutputStream() << "keymove... ";
+ float time_seconds = camera.m_keycontrol_timer.elapsed_msec() / static_cast<float>( msec_per_sec );
+ camera.m_keycontrol_timer.start();
+ if ( time_seconds > 0.05f ) {
+ time_seconds = 0.05f; // 20fps
+ }
+ Cam_KeyControl( camera, time_seconds * 5.0f );
- Cam_MouseUp(pointx, height - 1 - pointy, nFlags);
- ReleaseCapture ();
+ camera.m_update();
+ CameraMovedNotify();
+}
- update_xor_rectangle(m_XORRectangle);
+gboolean camera_keymove( gpointer data ){
+ Camera_keyMove( *reinterpret_cast<camera_t*>( data ) );
+ return TRUE;
}
-void CamWnd::OriginalMouseDown(guint32 nFlags, int pointx, int pointy)
-{
- int height = m_pWidget->allocation.height;
+void Camera_setMovementFlags( camera_t& camera, unsigned int mask ){
+ if ( ( ~camera.movementflags & mask ) != 0 && camera.movementflags == 0 ) {
+ camera.m_keymove_handler = g_idle_add( camera_keymove, &camera );
+ }
+ camera.movementflags |= mask;
+}
+void Camera_clearMovementFlags( camera_t& camera, unsigned int mask ){
+ if ( ( camera.movementflags & ~mask ) == 0 && camera.movementflags != 0 ) {
+ g_source_remove( camera.m_keymove_handler );
+ camera.m_keymove_handler = 0;
+ }
+ camera.movementflags &= ~mask;
+}
- SetFocus();
- SetCapture();
- Cam_MouseDown (pointx, height - 1 - pointy, nFlags);
+void Camera_MoveForward_KeyDown( camera_t& camera ){
+ Camera_setMovementFlags( camera, MOVE_FORWARD );
+}
+void Camera_MoveForward_KeyUp( camera_t& camera ){
+ Camera_clearMovementFlags( camera, MOVE_FORWARD );
+}
+void Camera_MoveBack_KeyDown( camera_t& camera ){
+ Camera_setMovementFlags( camera, MOVE_BACK );
+}
+void Camera_MoveBack_KeyUp( camera_t& camera ){
+ Camera_clearMovementFlags( camera, MOVE_BACK );
+}
- update_xor_rectangle(m_XORRectangle);
+void Camera_MoveLeft_KeyDown( camera_t& camera ){
+ Camera_setMovementFlags( camera, MOVE_STRAFELEFT );
+}
+void Camera_MoveLeft_KeyUp( camera_t& camera ){
+ Camera_clearMovementFlags( camera, MOVE_STRAFELEFT );
+}
+void Camera_MoveRight_KeyDown( camera_t& camera ){
+ Camera_setMovementFlags( camera, MOVE_STRAFERIGHT );
+}
+void Camera_MoveRight_KeyUp( camera_t& camera ){
+ Camera_clearMovementFlags( camera, MOVE_STRAFERIGHT );
}
-void CamWnd::Cam_BuildMatrix()
-{
- float ya;
- float matrix[4][4];
- int i;
-
- if (!m_bFreeMove)
- {
- ya = m_Camera.angles[1]/180*Q_PI;
-
- // the movement matrix is kept 2d
- m_Camera.forward[0] = cos(ya);
- m_Camera.forward[1] = sin(ya);
- m_Camera.forward[2] = 0;
- m_Camera.right[0] = m_Camera.forward[1];
- m_Camera.right[1] = -m_Camera.forward[0];
- }
- else
- {
- AngleVectors( m_Camera.angles, m_Camera.forward, m_Camera.right, NULL );
- m_Camera.forward[2] = -m_Camera.forward[2];
- }
-
- memcpy(matrix, m_Camera.projection, sizeof(m4x4_t));
- m4x4_multiply_by_m4x4(&matrix[0][0], &m_Camera.modelview[0][0]);
-
- //qglGetFloatv (GL_PROJECTION_MATRIX, &matrix[0][0]);
-
- for (i=0 ; i<3 ; i++)
- {
- m_Camera.vright[i] = matrix[i][0];
- m_Camera.vup[i] = matrix[i][1];
- m_Camera.vpn[i] = matrix[i][2];
- }
-
- VectorNormalize (m_Camera.vright, m_Camera.vright);
- VectorNormalize (m_Camera.vup, m_Camera.vup);
- VectorNormalize (m_Camera.vpn, m_Camera.vpn);
-}
-
-void CamWnd::Cam_ChangeFloor (qboolean up)
-{
- brush_t *b;
- float d, bestd, current;
- vec3_t start, dir;
-
- start[0] = m_Camera.origin[0];
- start[1] = m_Camera.origin[1];
- start[2] = g_MaxWorldCoord;
- dir[0] = dir[1] = 0;
- dir[2] = -1;
-
- current = g_MaxWorldCoord - (m_Camera.origin[2] - 48);
- if (up)
- bestd = 0;
- else
- bestd = 2*g_MaxWorldCoord;
-
- for (b=active_brushes.next ; b != &active_brushes ; b=b->next)
- {
- if (!Brush_Ray (start, dir, b, &d))
- continue;
- if (up && d < current && d > bestd)
- bestd = d;
- if (!up && d > current && d < bestd)
- bestd = d;
- }
-
- if (bestd == 0 || bestd == 2*g_MaxWorldCoord)
- return;
-
- m_Camera.origin[2] += current - bestd;
- Sys_UpdateWindows (W_CAMERA|W_Z_OVERLAY);
-}
-
-void CamWnd::Cam_PositionDrag()
-{
- int x, y;
+void Camera_MoveUp_KeyDown( camera_t& camera ){
+ Camera_setMovementFlags( camera, MOVE_UP );
+}
+void Camera_MoveUp_KeyUp( camera_t& camera ){
+ Camera_clearMovementFlags( camera, MOVE_UP );
+}
+void Camera_MoveDown_KeyDown( camera_t& camera ){
+ Camera_setMovementFlags( camera, MOVE_DOWN );
+}
+void Camera_MoveDown_KeyUp( camera_t& camera ){
+ Camera_clearMovementFlags( camera, MOVE_DOWN );
+}
- Sys_GetCursorPos (&x, &y);
- if (x != m_ptCursorX || y != m_ptCursorY)
- {
- x -= m_ptCursorX;
- VectorMA (m_Camera.origin, x, m_Camera.vright, m_Camera.origin);
- y -= m_ptCursorY;
- m_Camera.origin[2] -= y;
- Sys_SetCursorPos(m_ptCursorX, m_ptCursorY);
- Sys_UpdateWindows (W_CAMERA | W_XY_OVERLAY);
- }
+void Camera_RotateLeft_KeyDown( camera_t& camera ){
+ Camera_setMovementFlags( camera, MOVE_ROTLEFT );
+}
+void Camera_RotateLeft_KeyUp( camera_t& camera ){
+ Camera_clearMovementFlags( camera, MOVE_ROTLEFT );
+}
+void Camera_RotateRight_KeyDown( camera_t& camera ){
+ Camera_setMovementFlags( camera, MOVE_ROTRIGHT );
+}
+void Camera_RotateRight_KeyUp( camera_t& camera ){
+ Camera_clearMovementFlags( camera, MOVE_ROTRIGHT );
}
-void CamWnd::Cam_MouseControl (float dtime)
-{
- Cam_KeyControl (dtime);
-
- if( g_PrefsDlg.m_bCamFreeLook )
- {
- int dx, dy;
- gint x, y;
-
- if( !m_bFreeMove || m_nCambuttonstate == MK_CONTROL )
- return;
-
- // Update angles
- Sys_GetCursorPos(&m_ptCursorX, &m_ptCursorY);
-
- dx = m_ptLastCamCursorX - m_ptCursorX;
- dy = m_ptLastCamCursorY - m_ptCursorY;
-
- gdk_window_get_origin( m_pWidget->window, &x, &y);
-
- m_ptLastCamCursorX = x + (m_Camera.width / 2);
- m_ptLastCamCursorY = y + (m_Camera.height / 2);
-
- Sys_SetCursorPos(m_ptLastCamCursorX, m_ptLastCamCursorY);
-
- // Don't use pitch
- if(!g_PrefsDlg.m_bCamFreeLookStrafe) {
- if (g_PrefsDlg.m_bCamInverseMouse)
- m_Camera.angles[PITCH] -= dy * dtime * g_PrefsDlg.m_nAngleSpeed;
- else
- m_Camera.angles[PITCH] += dy * dtime * g_PrefsDlg.m_nAngleSpeed;
- } else {
- VectorMA (m_Camera.origin, dy * (float) (g_PrefsDlg.m_nMoveSpeed / 6.0f), m_Camera.forward, m_Camera.origin);
- }
-
- m_Camera.angles[YAW] += dx * dtime * g_PrefsDlg.m_nAngleSpeed;
-
- if (m_Camera.angles[PITCH] > 90)
- m_Camera.angles[PITCH] = 90;
- else if (m_Camera.angles[PITCH] < -90)
- m_Camera.angles[PITCH] = -90;
-
- if (m_Camera.angles[YAW] >= 360)
- m_Camera.angles[YAW] = 0;
- else if (m_Camera.angles[YAW] <= -360)
- m_Camera.angles[YAW] = 0;
-
- if( dx || dy || m_Camera.movementflags )
- {
- int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);
- Sys_UpdateWindows (nUpdate);
- g_pParentWnd->OnTimer ();
- }
- }
- else
- {
- int xl, xh;
- int yl, yh;
- float xf, yf;
-
- if (g_PrefsDlg.m_nMouseButtons == 2)
- {
- if (m_nCambuttonstate != (MK_RBUTTON | MK_SHIFT))
- return;
- }
- else
- {
- if (m_nCambuttonstate != MK_RBUTTON)
- return;
- }
-
- xf = (float)(m_ptButtonX - m_Camera.width/2) / (m_Camera.width/2);
- yf = (float)(m_ptButtonY - m_Camera.height/2) / (m_Camera.height/2);
-
- xl = m_Camera.width/3;
- xh = xl*2;
- yl = m_Camera.height/3;
- yh = yl*2;
-
- xf *= 1.0 - fabs(yf);
- if (xf < 0)
- {
- xf += 0.1f;
- if (xf > 0)
- xf = 0;
- }
- else
- {
- xf -= 0.1f;
- if (xf < 0)
- xf = 0;
- }
-
- VectorMA (m_Camera.origin, yf*dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);
- m_Camera.angles[YAW] += xf*-dtime*g_PrefsDlg.m_nAngleSpeed;
-
- int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);
- Sys_UpdateWindows (nUpdate);
- g_pParentWnd->OnTimer ();
- }
-}
-
-void CamWnd::Cam_KeyControl (float dtime) {
-
- // Update angles
- if (m_Camera.movementflags & MOVE_ROTLEFT)
- m_Camera.angles[YAW] += 15*dtime*g_PrefsDlg.m_nAngleSpeed;
- if (m_Camera.movementflags & MOVE_ROTRIGHT)
- m_Camera.angles[YAW] -= 15*dtime*g_PrefsDlg.m_nAngleSpeed;
-
- // Update position
- if (m_Camera.movementflags & MOVE_FORWARD)
- VectorMA (m_Camera.origin, dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);
- if (m_Camera.movementflags & MOVE_BACK)
- VectorMA (m_Camera.origin, -dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);
- if (m_Camera.movementflags & MOVE_STRAFELEFT)
- VectorMA (m_Camera.origin, -dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.right, m_Camera.origin);
- if (m_Camera.movementflags & MOVE_STRAFERIGHT)
- VectorMA (m_Camera.origin, dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.right, m_Camera.origin);
-
- // Save a screen update (when m_bFreeMove is enabled, mousecontrol does the update)
- if( !m_bFreeMove && m_Camera.movementflags )
- {
- int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);
- Sys_UpdateWindows (nUpdate);
- g_pParentWnd->OnTimer ();
- }
+void Camera_PitchUp_KeyDown( camera_t& camera ){
+ Camera_setMovementFlags( camera, MOVE_PITCHUP );
+}
+void Camera_PitchUp_KeyUp( camera_t& camera ){
+ Camera_clearMovementFlags( camera, MOVE_PITCHUP );
+}
+void Camera_PitchDown_KeyDown( camera_t& camera ){
+ Camera_setMovementFlags( camera, MOVE_PITCHDOWN );
+}
+void Camera_PitchDown_KeyUp( camera_t& camera ){
+ Camera_clearMovementFlags( camera, MOVE_PITCHDOWN );
}
-// NOTE TTimo if there's an OS-level focus out of the application
-// then we can release the camera cursor grab
-static gint camwindow_focusout(GtkWidget* widget, GdkEventKey* event, gpointer data)
-{
- g_pParentWnd->GetCamWnd ()->ToggleFreeMove();
- return FALSE;
+
+typedef ReferenceCaller<camera_t, void(), &Camera_MoveForward_KeyDown> FreeMoveCameraMoveForwardKeyDownCaller;
+typedef ReferenceCaller<camera_t, void(), &Camera_MoveForward_KeyUp> FreeMoveCameraMoveForwardKeyUpCaller;
+typedef ReferenceCaller<camera_t, void(), &Camera_MoveBack_KeyDown> FreeMoveCameraMoveBackKeyDownCaller;
+typedef ReferenceCaller<camera_t, void(), &Camera_MoveBack_KeyUp> FreeMoveCameraMoveBackKeyUpCaller;
+typedef ReferenceCaller<camera_t, void(), &Camera_MoveLeft_KeyDown> FreeMoveCameraMoveLeftKeyDownCaller;
+typedef ReferenceCaller<camera_t, void(), &Camera_MoveLeft_KeyUp> FreeMoveCameraMoveLeftKeyUpCaller;
+typedef ReferenceCaller<camera_t, void(), &Camera_MoveRight_KeyDown> FreeMoveCameraMoveRightKeyDownCaller;
+typedef ReferenceCaller<camera_t, void(), &Camera_MoveRight_KeyUp> FreeMoveCameraMoveRightKeyUpCaller;
+typedef ReferenceCaller<camera_t, void(), &Camera_MoveUp_KeyDown> FreeMoveCameraMoveUpKeyDownCaller;
+typedef ReferenceCaller<camera_t, void(), &Camera_MoveUp_KeyUp> FreeMoveCameraMoveUpKeyUpCaller;
+typedef ReferenceCaller<camera_t, void(), &Camera_MoveDown_KeyDown> FreeMoveCameraMoveDownKeyDownCaller;
+typedef ReferenceCaller<camera_t, void(), &Camera_MoveDown_KeyUp> FreeMoveCameraMoveDownKeyUpCaller;
+
+
+const float SPEED_MOVE = 32;
+const float SPEED_TURN = 22.5;
+const float MIN_CAM_SPEED = 10;
+const float MAX_CAM_SPEED = 610;
+const float CAM_SPEED_STEP = 50;
+
+void Camera_MoveForward_Discrete( camera_t& camera ){
+ Camera_Move_updateAxes( camera );
+ Camera_setOrigin( camera, vector3_added( Camera_getOrigin( camera ), vector3_scaled( camera.forward, SPEED_MOVE ) ) );
+}
+void Camera_MoveBack_Discrete( camera_t& camera ){
+ Camera_Move_updateAxes( camera );
+ Camera_setOrigin( camera, vector3_added( Camera_getOrigin( camera ), vector3_scaled( camera.forward, -SPEED_MOVE ) ) );
}
-void CamWnd::ToggleFreeMove()
-{
- GdkWindow *window;
- GtkWidget *widget;
-
- m_bFreeMove = !m_bFreeMove;
- Camera()->movementflags = 0;
- m_ptLastCamCursorX = m_ptCursorX;
- m_ptLastCamCursorY = m_ptCursorY;
-
- if (g_pParentWnd->CurrentStyle() == MainFrame::eFloating)
- {
- widget = g_pParentWnd->GetCamWnd ()->m_pParent;
- window = widget->window;
- }
- else
- {
- widget = g_pParentWnd->m_pWidget;
- window = widget->window;
- }
-
- if (m_bFreeMove)
- {
-
- SetFocus();
- SetCapture();
-
- {
- GdkPixmap *pixmap;
- GdkBitmap *mask;
- char buffer [(32 * 32)/8];
- memset (buffer, 0, (32 * 32)/8);
- GdkColor white = {0, 0xffff, 0xffff, 0xffff};
- GdkColor black = {0, 0x0000, 0x0000, 0x0000};
- pixmap = gdk_bitmap_create_from_data (NULL, buffer, 32, 32);
- mask = gdk_bitmap_create_from_data (NULL, buffer, 32, 32);
- GdkCursor *cursor = gdk_cursor_new_from_pixmap (pixmap, mask, &white, &black, 1, 1);
-
- gdk_window_set_cursor (window, cursor);
- gdk_cursor_unref (cursor);
- gdk_drawable_unref (pixmap);
- gdk_drawable_unref (mask);
- }
-
- // RR2DO2: FIXME why does this only work the 2nd and
- // further times the event is called? (floating windows
- // mode seems to work fine though...)
- m_FocusOutHandler_id = gtk_signal_connect (GTK_OBJECT (widget), "focus_out_event",
- GTK_SIGNAL_FUNC (camwindow_focusout), g_pParentWnd);
-
- {
- GdkEventMask mask = (GdkEventMask)(GDK_POINTER_MOTION_MASK
- | GDK_POINTER_MOTION_HINT_MASK
- | GDK_BUTTON_MOTION_MASK
- | GDK_BUTTON1_MOTION_MASK
- | GDK_BUTTON2_MOTION_MASK
- | GDK_BUTTON3_MOTION_MASK
- | GDK_BUTTON_PRESS_MASK
- | GDK_BUTTON_RELEASE_MASK);
-
- gdk_pointer_grab(widget->window, TRUE, mask, widget->window, NULL, GDK_CURRENT_TIME);
- }
- }
- else
- {
- gdk_pointer_ungrab(GDK_CURRENT_TIME);
-
- gtk_signal_disconnect (GTK_OBJECT (widget), m_FocusOutHandler_id);
-
- GdkCursor *cursor = gdk_cursor_new (GDK_LEFT_PTR);
- gdk_window_set_cursor (window, cursor);
- gdk_cursor_unref (cursor);
-
- ReleaseCapture();
- }
-
- int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);
- Sys_UpdateWindows (nUpdate);
- g_pParentWnd->OnTimer ();
-}
-
-void CamWnd::Cam_MouseDown(int x, int y, int buttons)
-{
- vec3_t dir;
- float f, r, u;
- int i;
-
-
- //
- // calc ray direction
- //
- u = (float)( y - ( m_Camera.height * .5f ) ) / ( m_Camera.width * .5f );
- r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );
- f = 1;
-
- for (i=0 ; i<3 ; i++)
- dir[i] = m_Camera.vpn[i] * f + m_Camera.vright[i] * r + m_Camera.vup[i] * u;
- VectorNormalize (dir, dir);
-
- Sys_GetCursorPos(&m_ptCursorX, &m_ptCursorY);
-
- m_nCambuttonstate = buttons;
- m_ptButtonX = x;
- m_ptButtonY = y;
-
- // LBUTTON = manipulate selection
- // shift-LBUTTON = select
- // middle button = grab texture
- // ctrl-middle button = set entire brush to texture
- // ctrl-shift-middle button = set single face to texture
- int nMouseButton = g_PrefsDlg.m_nMouseButtons == 2 ? MK_RBUTTON : MK_MBUTTON;
- if ((buttons == MK_LBUTTON)
- || (buttons == (MK_LBUTTON | MK_SHIFT))
- || (buttons == (MK_LBUTTON | MK_CONTROL))
- || (buttons == (MK_LBUTTON | MK_CONTROL | MK_SHIFT))
- || (buttons == nMouseButton)
- || (buttons == (nMouseButton|MK_SHIFT))
- || (buttons == (nMouseButton|MK_CONTROL))
- || (buttons == (nMouseButton|MK_SHIFT|MK_CONTROL)))
- {
- if (g_PrefsDlg.m_nMouseButtons == 2 && (buttons == (MK_RBUTTON | MK_SHIFT)))
- {
- if (g_PrefsDlg.m_bCamFreeLook)
- ToggleFreeMove();
- else
- Cam_MouseControl (0.1f);
- }
- else
- {
- // something global needs to track which window is responsible for stuff
- Patch_SetView(W_CAMERA);
- Drag_Begin (x, y, buttons, m_Camera.vright, m_Camera.vup, m_Camera.origin, dir, true);
- }
- return;
- }
-
- if (buttons == MK_RBUTTON)
- {
- if (g_PrefsDlg.m_bCamFreeLook)
- ToggleFreeMove();
- else
- Cam_MouseControl (0.1f);
- return;
- }
-}
-
-void CamWnd::Cam_MouseUp (int x, int y, int buttons)
-{
- m_nCambuttonstate = 0;
- Drag_MouseUp (buttons);
+void Camera_MoveUp_Discrete( camera_t& camera ){
+ Vector3 origin( Camera_getOrigin( camera ) );
+ origin[2] += SPEED_MOVE;
+ Camera_setOrigin( camera, origin );
+}
+void Camera_MoveDown_Discrete( camera_t& camera ){
+ Vector3 origin( Camera_getOrigin( camera ) );
+ origin[2] -= SPEED_MOVE;
+ Camera_setOrigin( camera, origin );
}
-void CamWnd::Cam_MouseMoved (int x, int y, int buttons)
-{
- m_nCambuttonstate = buttons;
- if (!buttons)
- return;
-
- if( g_PrefsDlg.m_nCamDragMultiSelect )
- {
- if (g_qeglobals.d_select_mode == sel_brush_on || g_qeglobals.d_select_mode == sel_brush_off)
- {
- bool bDoDragMultiSelect = FALSE;
-
- if( g_PrefsDlg.m_nCamDragMultiSelect == 1 && buttons == (MK_LBUTTON|MK_SHIFT) )
- bDoDragMultiSelect = TRUE;
- else if( g_PrefsDlg.m_nCamDragMultiSelect == 2 && buttons == (MK_LBUTTON|MK_CONTROL) && Sys_AltDown() )
- bDoDragMultiSelect = TRUE;
-
- if( bDoDragMultiSelect )
- {
- vec3_t dir;
- float f, r, u;
- int i;
-
- //
- // calc ray direction
- //
- u = (float)( y - ( m_Camera.height * .5f ) ) / ( m_Camera.width * .5f );
- r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );
- f = 1;
-
- for (i=0 ; i<3 ; i++)
- dir[i] = m_Camera.vpn[i] * f + m_Camera.vright[i] * r + m_Camera.vup[i] * u;
- VectorNormalize (dir,dir);
-
- switch( g_qeglobals.d_select_mode )
- {
- case sel_brush_on:
- Select_Ray( m_Camera.origin, dir, (SF_DRAG_ON|SF_CAMERA) );
- break;
-
- case sel_brush_off:
- Select_Ray( m_Camera.origin, dir, (SF_DRAG_OFF|SF_CAMERA) );
- break;
-
- default:
- break;
- }
- return;
- }
- }
- else if (g_qeglobals.d_select_mode == sel_facets_on || g_qeglobals.d_select_mode == sel_facets_off)
- {
- if( buttons == (MK_LBUTTON|MK_CONTROL|MK_SHIFT) )
- {
- vec3_t dir;
- float f, r, u;
- int i;
-
- //
- // calc ray direction
- //
- u = (float)( y - ( m_Camera.height * .5f ) ) / ( m_Camera.width * .5f );
- r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );
- f = 1;
-
- for (i=0 ; i<3 ; i++)
- dir[i] = m_Camera.vpn[i] * f + m_Camera.vright[i] * r + m_Camera.vup[i] * u;
- VectorNormalize (dir,dir);
-
- switch( g_qeglobals.d_select_mode )
- {
- case sel_facets_on:
- Select_Ray( m_Camera.origin, dir, (SF_SINGLEFACE|SF_DRAG_ON|SF_CAMERA) );
- break;
-
- case sel_facets_off:
- Select_Ray( m_Camera.origin, dir, (SF_SINGLEFACE|SF_DRAG_OFF|SF_CAMERA) );
- break;
-
- default:
- break;
- }
- return;
- }
- }
- }
-
- m_ptButtonX = x;
- m_ptButtonY = y;
-
- if ( (m_bFreeMove && (buttons & MK_CONTROL) && !(buttons & MK_SHIFT)) || (!m_bFreeMove && (buttons == (MK_RBUTTON|MK_CONTROL))) )
- {
- Cam_PositionDrag ();
- Sys_UpdateWindows (W_XY|W_CAMERA|W_Z);
- return;
- }
-
- Sys_GetCursorPos(&m_ptCursorX, &m_ptCursorY);
-
- if (buttons & (MK_LBUTTON | MK_MBUTTON) )
- {
- Drag_MouseMoved (x, y, buttons);
- if(g_qeglobals.d_select_mode != sel_area)
- Sys_UpdateWindows (W_XY|W_CAMERA|W_Z);
- }
-}
-
-void CamWnd::InitCull()
+void Camera_MoveLeft_Discrete( camera_t& camera ){
+ Camera_Move_updateAxes( camera );
+ Camera_setOrigin( camera, vector3_added( Camera_getOrigin( camera ), vector3_scaled( camera.right, -SPEED_MOVE ) ) );
+}
+void Camera_MoveRight_Discrete( camera_t& camera ){
+ Camera_Move_updateAxes( camera );
+ Camera_setOrigin( camera, vector3_added( Camera_getOrigin( camera ), vector3_scaled( camera.right, SPEED_MOVE ) ) );
+}
+
+void Camera_RotateLeft_Discrete( camera_t& camera ){
+ Vector3 angles( Camera_getAngles( camera ) );
+ angles[CAMERA_YAW] += SPEED_TURN;
+ Camera_setAngles( camera, angles );
+}
+void Camera_RotateRight_Discrete( camera_t& camera ){
+ Vector3 angles( Camera_getAngles( camera ) );
+ angles[CAMERA_YAW] -= SPEED_TURN;
+ Camera_setAngles( camera, angles );
+}
+
+void Camera_PitchUp_Discrete( camera_t& camera ){
+ Vector3 angles( Camera_getAngles( camera ) );
+ angles[CAMERA_PITCH] += SPEED_TURN;
+ if ( angles[CAMERA_PITCH] > 90 ) {
+ angles[CAMERA_PITCH] = 90;
+ }
+ Camera_setAngles( camera, angles );
+}
+void Camera_PitchDown_Discrete( camera_t& camera ){
+ Vector3 angles( Camera_getAngles( camera ) );
+ angles[CAMERA_PITCH] -= SPEED_TURN;
+ if ( angles[CAMERA_PITCH] < -90 ) {
+ angles[CAMERA_PITCH] = -90;
+ }
+ Camera_setAngles( camera, angles );
+}
+
+
+class RadiantCameraView : public CameraView
{
- int i;
+camera_t& m_camera;
+View* m_view;
+Callback<void()> m_update;
+public:
+RadiantCameraView( camera_t& camera, View* view, const Callback<void()>& update ) : m_camera( camera ), m_view( view ), m_update( update ){
+}
+void update(){
+ m_view->Construct( m_camera.projection, m_camera.modelview, m_camera.width, m_camera.height );
+ m_update();
+}
+void setModelview( const Matrix4& modelview ){
+ m_camera.modelview = modelview;
+ matrix4_multiply_by_matrix4( m_camera.modelview, g_radiant2opengl );
+ matrix4_affine_invert( m_camera.modelview );
+ Camera_updateVectors( m_camera );
+ update();
+}
+void setFieldOfView( float fieldOfView ){
+ float farClip = Camera_getFarClipPlane( m_camera );
+ m_camera.projection = projection_for_camera( farClip / 4096.0f, farClip, fieldOfView, m_camera.width, m_camera.height );
+ update();
+}
+};
+
- VectorSubtract (m_Camera.vpn, m_Camera.vright, m_vCull1);
- VectorAdd (m_Camera.vpn, m_Camera.vright, m_vCull2);
+void Camera_motionDelta( int x, int y, unsigned int state, void* data ){
+ camera_t* cam = reinterpret_cast<camera_t*>( data );
- for (i=0 ; i<3 ; i++)
- {
- if (m_vCull1[i] > 0)
- m_nCullv1[i] = 3+i;
- else
- m_nCullv1[i] = i;
- if (m_vCull2[i] > 0)
- m_nCullv2[i] = 3+i;
- else
- m_nCullv2[i] = i;
- }
+ cam->m_mouseMove.motion_delta( x, y, state );
+
+ switch ( g_camwindow_globals_private.m_nStrafeMode )
+ {
+ case 0:
+ cam->m_strafe = ( state & GDK_CONTROL_MASK ) != 0;
+ if ( cam->m_strafe ) {
+ cam->m_strafe_forward = ( state & GDK_SHIFT_MASK ) != 0;
+ }
+ else{
+ cam->m_strafe_forward = false;
+ }
+ break;
+ case 1:
+ cam->m_strafe = ( state & GDK_CONTROL_MASK ) != 0 && ( state & GDK_SHIFT_MASK ) == 0;
+ cam->m_strafe_forward = false;
+ break;
+ case 2:
+ cam->m_strafe = ( state & GDK_CONTROL_MASK ) != 0 && ( state & GDK_SHIFT_MASK ) == 0;
+ cam->m_strafe_forward = cam->m_strafe;
+ break;
+ }
}
-qboolean CamWnd::CullBrush (brush_t *b)
+class CamWnd
{
- int i;
- vec3_t point;
- float d;
+View m_view;
+camera_t m_Camera;
+RadiantCameraView m_cameraview;
+#if 0
+int m_PositionDragCursorX;
+int m_PositionDragCursorY;
+#endif
- if (g_PrefsDlg.m_bCubicClipping)
- {
- float fLevel = g_PrefsDlg.m_nCubicScale * 64;
+guint m_freemove_handle_focusout;
- point[0] = m_Camera.origin[0] - fLevel;
- point[1] = m_Camera.origin[1] - fLevel;
- point[2] = m_Camera.origin[2] - fLevel;
+static Shader* m_state_select1;
+static Shader* m_state_select2;
- for (i=0; i<3; i++)
- if (b->mins[i] < point[i] && b->maxs[i] < point[i])
- return true;
+FreezePointer m_freezePointer;
- point[0] = m_Camera.origin[0] + fLevel;
- point[1] = m_Camera.origin[1] + fLevel;
- point[2] = m_Camera.origin[2] + fLevel;
+public:
+ui::GLArea m_gl_widget;
+ui::Window m_parent{ui::null};
- for (i=0; i<3; i++)
- if (b->mins[i] > point[i] && b->maxs[i] > point[i])
- return true;
- }
+SelectionSystemWindowObserver* m_window_observer;
+XORRectangle m_XORRectangle;
- for (i=0 ; i<3 ; i++)
- point[i] = b->mins[m_nCullv1[i]] - m_Camera.origin[i];
+DeferredDraw m_deferredDraw;
+DeferredMotion m_deferred_motion;
- d = DotProduct (point, m_vCull1);
- if (d < -1)
- return true;
+guint m_selection_button_press_handler;
+guint m_selection_button_release_handler;
+guint m_selection_motion_handler;
- for (i=0 ; i<3 ; i++)
- point[i] = b->mins[m_nCullv2[i]] - m_Camera.origin[i];
+guint m_freelook_button_press_handler;
- d = DotProduct (point, m_vCull2);
- if (d < -1)
- return true;
+guint m_sizeHandler;
+guint m_exposeHandler;
- return false;
+CamWnd();
+~CamWnd();
+
+bool m_drawing;
+void queue_draw(){
+ //ASSERT_MESSAGE(!m_drawing, "CamWnd::queue_draw(): called while draw is already in progress");
+ if ( m_drawing ) {
+ return;
+ }
+ //globalOutputStream() << "queue... ";
+ m_deferredDraw.draw();
}
+void draw();
-// project a 3D point onto the camera space
-// we use the GL viewing matrixes
-// this is the implementation of a glu function (I realized that afterwards): gluProject
-void CamWnd::ProjectCamera(const vec3_t A, vec_t B[2])
-{
+static void captureStates(){
+ m_state_select1 = GlobalShaderCache().capture( "$CAM_HIGHLIGHT" );
+ m_state_select2 = GlobalShaderCache().capture( "$CAM_OVERLAY" );
+}
+static void releaseStates(){
+ GlobalShaderCache().release( "$CAM_HIGHLIGHT" );
+ GlobalShaderCache().release( "$CAM_OVERLAY" );
+}
+
+camera_t& getCamera(){
+ return m_Camera;
+};
+
+void BenchMark();
+void Cam_ChangeFloor( bool up );
+
+void DisableFreeMove();
+void EnableFreeMove();
+bool m_bFreeMove;
+
+CameraView& getCameraView(){
+ return m_cameraview;
+}
+
+private:
+void Cam_Draw();
+};
+
+typedef MemberCaller<CamWnd, void(), &CamWnd::queue_draw> CamWndQueueDraw;
+
+Shader* CamWnd::m_state_select1 = 0;
+Shader* CamWnd::m_state_select2 = 0;
+
+CamWnd* NewCamWnd(){
+ return new CamWnd;
+}
+void DeleteCamWnd( CamWnd* camwnd ){
+ delete camwnd;
+}
+
+void CamWnd_constructStatic(){
+ CamWnd::captureStates();
+}
+
+void CamWnd_destroyStatic(){
+ CamWnd::releaseStates();
+}
+
+static CamWnd* g_camwnd = 0;
+
+void GlobalCamera_setCamWnd( CamWnd& camwnd ){
+ g_camwnd = &camwnd;
+}
- vec_t P1[4],P2[4],P3[4];
- VectorCopy(A,P1); P1[3] = 1;
-
- GLMatMul(m_Camera.modelview , P1, P2);
- GLMatMul(m_Camera.projection, P2, P3);
-
- // we ASSUME that the view port is 0 0 m_Camera.width m_Camera.height (you can check in Cam_Draw)
- B[0] = (float)m_Camera.width * ( P3[0] + 1.0 ) / 2.0;
- B[1] = (float)m_Camera.height * ( P3[1] + 1.0 ) / 2.0;
-
-}
-
-// vec defines a direction in geometric space and P an origin point
-// the user is interacting from the camera view
-// (for example with texture adjustment shortcuts)
-// and intuitively if he hits left / right / up / down
-// what happens in geometric space should match the left/right/up/down move in camera space
-// axis = 0: vec is along left/right
-// axis = 1: vec is along up/down
-// sgn = +1: same directions
-// sgn = -1: opposite directions
-// Implementation:
-// typical use case is giving a face center and a normalized vector
-// 1) compute start and endpoint, project them in camera view, get the direction
-// depending on the situation, we might bump into precision issues with that
-// 2) possible to compute the projected direction independently?
-// this solution would be better but right now I don't see how to do it..
-void CamWnd::MatchViewAxes(const vec3_t P, const vec3_t vec, int &axis, float &sgn)
-{
- vec_t A[2],B[2],V[2];
- ProjectCamera(P,A);
- vec3_t Q;
- VectorAdd(P,vec,Q);
- ProjectCamera(Q,B);
- // V is the vector projected in camera space
- V[0] = B[0] - A[0];
- V[1] = B[1] - A[1];
- if (fabs(V[0])>fabs(V[1]))
- {
- // best match is against right
- axis = 0;
- if (V[0]>0)
- sgn = +1;
- else
- sgn = -1;
- }
- else
- {
- // best match is against up
- axis = 1;
- if (V[1]>0)
- sgn = +1;
- else
- sgn = -1;
- }
+ui::GLArea CamWnd_getWidget( CamWnd& camwnd ){
+ return camwnd.m_gl_widget;
+}
+
+ui::Window CamWnd_getParent( CamWnd& camwnd ){
+ return camwnd.m_parent;
+}
+
+ToggleShown g_camera_shown( true );
+
+void CamWnd_setParent( CamWnd& camwnd, ui::Window parent ){
+ camwnd.m_parent = parent;
+ g_camera_shown.connect( camwnd.m_parent );
+}
+
+void CamWnd_Update( CamWnd& camwnd ){
+ camwnd.queue_draw();
+}
+
+
+
+camwindow_globals_t g_camwindow_globals;
+
+const Vector3& Camera_getOrigin( CamWnd& camwnd ){
+ return Camera_getOrigin( camwnd.getCamera() );
+}
+
+void Camera_setOrigin( CamWnd& camwnd, const Vector3& origin ){
+ Camera_setOrigin( camwnd.getCamera(), origin );
+}
+
+const Vector3& Camera_getAngles( CamWnd& camwnd ){
+ return Camera_getAngles( camwnd.getCamera() );
+}
+
+void Camera_setAngles( CamWnd& camwnd, const Vector3& angles ){
+ Camera_setAngles( camwnd.getCamera(), angles );
+}
+
+
+// =============================================================================
+// CamWnd class
+
+gboolean enable_freelook_button_press( ui::Widget widget, GdkEventButton* event, CamWnd* camwnd ){
+ if ( event->type == GDK_BUTTON_PRESS && event->button == 3 ) {
+ camwnd->EnableFreeMove();
+ return TRUE;
+ }
+ return FALSE;
+}
+
+gboolean disable_freelook_button_press( ui::Widget widget, GdkEventButton* event, CamWnd* camwnd ){
+ if ( event->type == GDK_BUTTON_PRESS && event->button == 3 ) {
+ camwnd->DisableFreeMove();
+ return TRUE;
+ }
+ return FALSE;
}
#if 0
-void CamWnd::DrawLightRadius(brush_t* pBrush)
-{
- // if lighting
- int nRadius = Brush_LightRadius(pBrush);
- if (nRadius > 0)
- {
- Brush_SetLightColor(pBrush);
- qglEnable (GL_BLEND);
- qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
- qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- qglDisable (GL_TEXTURE_2D);
-
- qglEnable(GL_TEXTURE_2D);
- qglDisable(GL_BLEND);
- qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
- }
+gboolean mousecontrol_button_press( ui::Widget widget, GdkEventButton* event, CamWnd* camwnd ){
+ if ( event->type == GDK_BUTTON_PRESS && event->button == 3 ) {
+ Cam_MouseControl( camwnd->getCamera(), event->x, widget->allocation.height - 1 - event->y );
+ }
+ return FALSE;
}
#endif
-extern void DrawPatchMesh(patchMesh_t *pm);
-extern void DrawPatchControls(patchMesh_t *pm);
-extern void Brush_DrawFacingAngle (brush_t *b, entity_t *e);
-extern void Brush_DrawModel(brush_t *b, bool bTextured = false);
-extern void DrawModelOrigin(brush_t *b);
-extern void DrawModelBBox(brush_t *b);
+void camwnd_update_xor_rectangle( CamWnd& self, rect_t area ){
+ if ( self.m_gl_widget.visible() ) {
+ self.m_XORRectangle.set( rectangle_from_area( area.min, area.max, self.getCamera().width, self.getCamera().height ) );
+ }
+}
-void CamWnd::Cam_DrawBrush(brush_t *b, int mode)
-{
- int nGLState = m_Camera.draw_glstate;
- int nModelMode = g_PrefsDlg.m_nEntityShowState;
- GLfloat material[4], identity[4];
- VectorSet(identity, 0.8f, 0.8f, 0.8f);
- IShader *pShader;
+gboolean selection_button_press( ui::Widget widget, GdkEventButton* event, WindowObserver* observer ){
+ if ( event->type == GDK_BUTTON_PRESS ) {
+ observer->onMouseDown( WindowVector_forDouble( event->x, event->y ), button_for_button( event->button ), modifiers_for_state( event->state ) );
+ }
+ return FALSE;
+}
+
+gboolean selection_button_release( ui::Widget widget, GdkEventButton* event, WindowObserver* observer ){
+ if ( event->type == GDK_BUTTON_RELEASE ) {
+ observer->onMouseUp( WindowVector_forDouble( event->x, event->y ), button_for_button( event->button ), modifiers_for_state( event->state ) );
+ }
+ return FALSE;
+}
+
+void selection_motion( gdouble x, gdouble y, guint state, void* data ){
+ //globalOutputStream() << "motion... ";
+ reinterpret_cast<WindowObserver*>( data )->onMouseMotion( WindowVector_forDouble( x, y ), modifiers_for_state( state ) );
+}
+
+inline WindowVector windowvector_for_widget_centre( ui::Widget widget ){
+ auto allocation = widget.dimensions();
+ return WindowVector( static_cast<float>( allocation.width / 2 ), static_cast<float>(allocation.height / 2 ) );
+}
+
+gboolean selection_button_press_freemove( ui::Widget widget, GdkEventButton* event, WindowObserver* observer ){
+ if ( event->type == GDK_BUTTON_PRESS ) {
+ observer->onMouseDown( windowvector_for_widget_centre( widget ), button_for_button( event->button ), modifiers_for_state( event->state ) );
+ }
+ return FALSE;
+}
+
+gboolean selection_button_release_freemove( ui::Widget widget, GdkEventButton* event, WindowObserver* observer ){
+ if ( event->type == GDK_BUTTON_RELEASE ) {
+ observer->onMouseUp( windowvector_for_widget_centre( widget ), button_for_button( event->button ), modifiers_for_state( event->state ) );
+ }
+ return FALSE;
+}
+
+gboolean selection_motion_freemove( ui::Widget widget, GdkEventMotion *event, WindowObserver* observer ){
+ observer->onMouseMotion( windowvector_for_widget_centre( widget ), modifiers_for_state( event->state ) );
+ return FALSE;
+}
+
+gboolean wheelmove_scroll( ui::Widget widget, GdkEventScroll* event, CamWnd* camwnd ){
+ if ( event->direction == GDK_SCROLL_UP ) {
+ Camera_Freemove_updateAxes( camwnd->getCamera() );
+ Camera_setOrigin( *camwnd, vector3_added( Camera_getOrigin( *camwnd ), vector3_scaled( camwnd->getCamera().forward, static_cast<float>( g_camwindow_globals_private.m_nMoveSpeed ) ) ) );
+ }
+ else if ( event->direction == GDK_SCROLL_DOWN ) {
+ Camera_Freemove_updateAxes( camwnd->getCamera() );
+ Camera_setOrigin( *camwnd, vector3_added( Camera_getOrigin( *camwnd ), vector3_scaled( camwnd->getCamera().forward, -static_cast<float>( g_camwindow_globals_private.m_nMoveSpeed ) ) ) );
+ }
+
+ return FALSE;
+}
+
+gboolean camera_size_allocate( ui::Widget widget, GtkAllocation* allocation, CamWnd* camwnd ){
+ camwnd->getCamera().width = allocation->width;
+ camwnd->getCamera().height = allocation->height;
+ Camera_updateProjection( camwnd->getCamera() );
+ camwnd->m_window_observer->onSizeChanged( camwnd->getCamera().width, camwnd->getCamera().height );
+ camwnd->queue_draw();
+ return FALSE;
+}
+
+gboolean camera_expose( ui::Widget widget, GdkEventExpose* event, gpointer data ){
+ reinterpret_cast<CamWnd*>( data )->draw();
+ return FALSE;
+}
+
+void KeyEvent_connect( const char* name ){
+ const KeyEvent& keyEvent = GlobalKeyEvents_find( name );
+ keydown_accelerators_add( keyEvent.m_accelerator, keyEvent.m_keyDown );
+ keyup_accelerators_add( keyEvent.m_accelerator, keyEvent.m_keyUp );
+}
+
+void KeyEvent_disconnect( const char* name ){
+ const KeyEvent& keyEvent = GlobalKeyEvents_find( name );
+ keydown_accelerators_remove( keyEvent.m_accelerator );
+ keyup_accelerators_remove( keyEvent.m_accelerator );
+}
+
+void CamWnd_registerCommands( CamWnd& camwnd ){
+ GlobalKeyEvents_insert( "CameraForward", Accelerator( GDK_KEY_Up ),
+ ReferenceCaller<camera_t, void(), Camera_MoveForward_KeyDown>( camwnd.getCamera() ),
+ ReferenceCaller<camera_t, void(), Camera_MoveForward_KeyUp>( camwnd.getCamera() )
+ );
+ GlobalKeyEvents_insert( "CameraBack", Accelerator( GDK_KEY_Down ),
+ ReferenceCaller<camera_t, void(), Camera_MoveBack_KeyDown>( camwnd.getCamera() ),
+ ReferenceCaller<camera_t, void(), Camera_MoveBack_KeyUp>( camwnd.getCamera() )
+ );
+ GlobalKeyEvents_insert( "CameraLeft", Accelerator( GDK_KEY_Left ),
+ ReferenceCaller<camera_t, void(), Camera_RotateLeft_KeyDown>( camwnd.getCamera() ),
+ ReferenceCaller<camera_t, void(), Camera_RotateLeft_KeyUp>( camwnd.getCamera() )
+ );
+ GlobalKeyEvents_insert( "CameraRight", Accelerator( GDK_KEY_Right ),
+ ReferenceCaller<camera_t, void(), Camera_RotateRight_KeyDown>( camwnd.getCamera() ),
+ ReferenceCaller<camera_t, void(), Camera_RotateRight_KeyUp>( camwnd.getCamera() )
+ );
+ GlobalKeyEvents_insert( "CameraStrafeRight", Accelerator( GDK_KEY_period ),
+ ReferenceCaller<camera_t, void(), Camera_MoveRight_KeyDown>( camwnd.getCamera() ),
+ ReferenceCaller<camera_t, void(), Camera_MoveRight_KeyUp>( camwnd.getCamera() )
+ );
+ GlobalKeyEvents_insert( "CameraStrafeLeft", Accelerator( GDK_KEY_comma ),
+ ReferenceCaller<camera_t, void(), Camera_MoveLeft_KeyDown>( camwnd.getCamera() ),
+ ReferenceCaller<camera_t, void(), Camera_MoveLeft_KeyUp>( camwnd.getCamera() )
+ );
+ GlobalKeyEvents_insert( "CameraUp", Accelerator( 'D' ),
+ ReferenceCaller<camera_t, void(), Camera_MoveUp_KeyDown>( camwnd.getCamera() ),
+ ReferenceCaller<camera_t, void(), Camera_MoveUp_KeyUp>( camwnd.getCamera() )
+ );
+ GlobalKeyEvents_insert( "CameraDown", Accelerator( 'C' ),
+ ReferenceCaller<camera_t, void(), Camera_MoveDown_KeyDown>( camwnd.getCamera() ),
+ ReferenceCaller<camera_t, void(), Camera_MoveDown_KeyUp>( camwnd.getCamera() )
+ );
+ GlobalKeyEvents_insert( "CameraAngleDown", Accelerator( 'A' ),
+ ReferenceCaller<camera_t, void(), Camera_PitchDown_KeyDown>( camwnd.getCamera() ),
+ ReferenceCaller<camera_t, void(), Camera_PitchDown_KeyUp>( camwnd.getCamera() )
+ );
+ GlobalKeyEvents_insert( "CameraAngleUp", Accelerator( 'Z' ),
+ ReferenceCaller<camera_t, void(), Camera_PitchUp_KeyDown>( camwnd.getCamera() ),
+ ReferenceCaller<camera_t, void(), Camera_PitchUp_KeyUp>( camwnd.getCamera() )
+ );
+
+ GlobalKeyEvents_insert( "CameraFreeMoveForward", Accelerator( GDK_KEY_Up ),
+ FreeMoveCameraMoveForwardKeyDownCaller( camwnd.getCamera() ),
+ FreeMoveCameraMoveForwardKeyUpCaller( camwnd.getCamera() )
+ );
+ GlobalKeyEvents_insert( "CameraFreeMoveBack", Accelerator( GDK_KEY_Down ),
+ FreeMoveCameraMoveBackKeyDownCaller( camwnd.getCamera() ),
+ FreeMoveCameraMoveBackKeyUpCaller( camwnd.getCamera() )
+ );
+ GlobalKeyEvents_insert( "CameraFreeMoveLeft", Accelerator( GDK_KEY_Left ),
+ FreeMoveCameraMoveLeftKeyDownCaller( camwnd.getCamera() ),
+ FreeMoveCameraMoveLeftKeyUpCaller( camwnd.getCamera() )
+ );
+ GlobalKeyEvents_insert( "CameraFreeMoveRight", Accelerator( GDK_KEY_Right ),
+ FreeMoveCameraMoveRightKeyDownCaller( camwnd.getCamera() ),
+ FreeMoveCameraMoveRightKeyUpCaller( camwnd.getCamera() )
+ );
+ GlobalKeyEvents_insert( "CameraFreeMoveUp", Accelerator( 'D' ),
+ FreeMoveCameraMoveUpKeyDownCaller( camwnd.getCamera() ),
+ FreeMoveCameraMoveUpKeyUpCaller( camwnd.getCamera() )
+ );
+ GlobalKeyEvents_insert( "CameraFreeMoveDown", Accelerator( 'C' ),
+ FreeMoveCameraMoveDownKeyDownCaller( camwnd.getCamera() ),
+ FreeMoveCameraMoveDownKeyUpCaller( camwnd.getCamera() )
+ );
+
+ GlobalCommands_insert( "CameraForward", ReferenceCaller<camera_t, void(), Camera_MoveForward_Discrete>( camwnd.getCamera() ), Accelerator( GDK_KEY_Up ) );
+ GlobalCommands_insert( "CameraBack", ReferenceCaller<camera_t, void(), Camera_MoveBack_Discrete>( camwnd.getCamera() ), Accelerator( GDK_KEY_Down ) );
+ GlobalCommands_insert( "CameraLeft", ReferenceCaller<camera_t, void(), Camera_RotateLeft_Discrete>( camwnd.getCamera() ), Accelerator( GDK_KEY_Left ) );
+ GlobalCommands_insert( "CameraRight", ReferenceCaller<camera_t, void(), Camera_RotateRight_Discrete>( camwnd.getCamera() ), Accelerator( GDK_KEY_Right ) );
+ GlobalCommands_insert( "CameraStrafeRight", ReferenceCaller<camera_t, void(), Camera_MoveRight_Discrete>( camwnd.getCamera() ), Accelerator( GDK_KEY_period ) );
+ GlobalCommands_insert( "CameraStrafeLeft", ReferenceCaller<camera_t, void(), Camera_MoveLeft_Discrete>( camwnd.getCamera() ), Accelerator( GDK_KEY_comma ) );
+
+ GlobalCommands_insert( "CameraUp", ReferenceCaller<camera_t, void(), Camera_MoveUp_Discrete>( camwnd.getCamera() ), Accelerator( 'D' ) );
+ GlobalCommands_insert( "CameraDown", ReferenceCaller<camera_t, void(), Camera_MoveDown_Discrete>( camwnd.getCamera() ), Accelerator( 'C' ) );
+ GlobalCommands_insert( "CameraAngleUp", ReferenceCaller<camera_t, void(), Camera_PitchUp_Discrete>( camwnd.getCamera() ), Accelerator( 'A' ) );
+ GlobalCommands_insert( "CameraAngleDown", ReferenceCaller<camera_t, void(), Camera_PitchDown_Discrete>( camwnd.getCamera() ), Accelerator( 'Z' ) );
+}
+
+void CamWnd_Move_Enable( CamWnd& camwnd ){
+ KeyEvent_connect( "CameraForward" );
+ KeyEvent_connect( "CameraBack" );
+ KeyEvent_connect( "CameraLeft" );
+ KeyEvent_connect( "CameraRight" );
+ KeyEvent_connect( "CameraStrafeRight" );
+ KeyEvent_connect( "CameraStrafeLeft" );
+ KeyEvent_connect( "CameraUp" );
+ KeyEvent_connect( "CameraDown" );
+ KeyEvent_connect( "CameraAngleUp" );
+ KeyEvent_connect( "CameraAngleDown" );
+}
+
+void CamWnd_Move_Disable( CamWnd& camwnd ){
+ KeyEvent_disconnect( "CameraForward" );
+ KeyEvent_disconnect( "CameraBack" );
+ KeyEvent_disconnect( "CameraLeft" );
+ KeyEvent_disconnect( "CameraRight" );
+ KeyEvent_disconnect( "CameraStrafeRight" );
+ KeyEvent_disconnect( "CameraStrafeLeft" );
+ KeyEvent_disconnect( "CameraUp" );
+ KeyEvent_disconnect( "CameraDown" );
+ KeyEvent_disconnect( "CameraAngleUp" );
+ KeyEvent_disconnect( "CameraAngleDown" );
+}
- // lights
- if (b->owner->eclass->fixedsize && b->owner->eclass->nShowFlags & ECLASS_LIGHT && g_PrefsDlg.m_bNewLightDraw)
- {
- switch (mode)
- {
- case DRAW_SOLID:
- VectorCopy(b->owner->color, material);
- VectorScale(material, 0.8f, material);
- material[3] = 1.0f;
+void CamWnd_Move_Discrete_Enable( CamWnd& camwnd ){
+ command_connect_accelerator( "CameraForward" );
+ command_connect_accelerator( "CameraBack" );
+ command_connect_accelerator( "CameraLeft" );
+ command_connect_accelerator( "CameraRight" );
+ command_connect_accelerator( "CameraStrafeRight" );
+ command_connect_accelerator( "CameraStrafeLeft" );
+ command_connect_accelerator( "CameraUp" );
+ command_connect_accelerator( "CameraDown" );
+ command_connect_accelerator( "CameraAngleUp" );
+ command_connect_accelerator( "CameraAngleDown" );
+}
- qglColor4fv(material);
+void CamWnd_Move_Discrete_Disable( CamWnd& camwnd ){
+ command_disconnect_accelerator( "CameraForward" );
+ command_disconnect_accelerator( "CameraBack" );
+ command_disconnect_accelerator( "CameraLeft" );
+ command_disconnect_accelerator( "CameraRight" );
+ command_disconnect_accelerator( "CameraStrafeRight" );
+ command_disconnect_accelerator( "CameraStrafeLeft" );
+ command_disconnect_accelerator( "CameraUp" );
+ command_disconnect_accelerator( "CameraDown" );
+ command_disconnect_accelerator( "CameraAngleUp" );
+ command_disconnect_accelerator( "CameraAngleDown" );
+}
- if (g_PrefsDlg.m_bNewLightDraw)
- DrawLight(b->owner, nGLState, (IsBrushSelected(b)) ? g_PrefsDlg.m_nLightRadiuses : 0, 0);
+struct CamWnd_Move_Discrete {
+ static void Export(const Callback<void(bool)> &returnz) {
+ returnz(g_camwindow_globals_private.m_bCamDiscrete);
+ }
- break;
+ static void Import(bool value) {
+ if (g_camwnd) {
+ Import_(*g_camwnd, value);
+ } else {
+ g_camwindow_globals_private.m_bCamDiscrete = value;
}
- }
-
- // models
- else if(b->owner->eclass->fixedsize && b->owner->model.pRender
- && !(!IsBrushSelected(b) && (nModelMode & ENTITY_SELECTED_ONLY)))
- {
- switch (mode)
- {
- case DRAW_TEXTURED:
- if (!(nModelMode & ENTITY_WIREFRAME) && nModelMode != ENTITY_BOX)
- {
- VectorCopy(b->owner->eclass->color, material);
- material[3] = identity[3] = 1.0f;
-
- qglEnable(GL_CULL_FACE);
-
- if(!(nGLState & DRAW_GL_TEXTURE_2D)) qglColor4fv(material);
- else qglColor4fv(identity);
- if(nGLState & DRAW_GL_LIGHTING) qglShadeModel(GL_SMOOTH);
-
- b->owner->model.pRender->Draw(nGLState, DRAW_RF_CAM);
- }
- break;
- case DRAW_WIRE:
- VectorCopy(b->owner->eclass->color, material);
- material[3] = 1.0f;
- qglColor4fv(material);
-
- // model view mode "wireframe" or "selected wire"
- if(nModelMode & ENTITY_WIREFRAME)
- b->owner->model.pRender->Draw(nGLState, DRAW_RF_CAM);
-
- // model view mode "skinned and boxed"
- if(!(b->owner->eclass->nShowFlags & ECLASS_MISCMODEL) )
- {
- qglColor4fv(material);
- aabb_draw(b->owner->model.pRender->GetAABB(), DRAW_GL_WIRE);
- }
- else if(nModelMode & ENTITY_BOXED)
- {
- aabb_draw(b->owner->model.pRender->GetAABB(), DRAW_GL_WIRE);
- }
-/*
- if(!(nModelMode & ENTITY_BOXED) && b->owner->eclass->nShowFlags & ECLASS_MISCMODEL)
- DrawModelOrigin(b);
-*/
+ }
+
+ static void Import_(CamWnd &camwnd, bool value) {
+ if (g_camwindow_globals_private.m_bCamDiscrete) {
+ CamWnd_Move_Discrete_Disable(camwnd);
+ } else {
+ CamWnd_Move_Disable(camwnd);
}
- }
-
- // patches
- else if (b->patchBrush)
- {
- bool bTrans = (b->pPatch->pShader->getTrans() < 1.0f);
- switch(mode)
- {
- case DRAW_TEXTURED:
- if (!g_bPatchWireFrame && ((nGLState & DRAW_GL_BLEND && bTrans) || (!(nGLState & DRAW_GL_BLEND) && !bTrans)))
- {
- qglDisable(GL_CULL_FACE);
-
- pShader = b->pPatch->pShader;
- VectorCopy(pShader->getTexture()->color, material);
- material[3] = identity[3] = pShader->getTrans();
-
- if(nGLState & DRAW_GL_TEXTURE_2D) {
- qglColor4fv(identity);
- qglBindTexture(GL_TEXTURE_2D, pShader->getTexture()->texture_number);
- }
- else
- qglColor4fv(material);
- if(nGLState & DRAW_GL_LIGHTING) qglShadeModel(GL_SMOOTH);
-
- DrawPatchMesh(b->pPatch);
- }
- break;
- case DRAW_WIRE:
- if (g_bPatchWireFrame)
- {
- VectorCopy(b->pPatch->pShader->getTexture()->color, material);
- material[3] = 1.0;
- qglColor4fv(material);
- DrawPatchMesh(b->pPatch);
- }
- if ( b->pPatch->bSelected && (g_qeglobals.d_select_mode == sel_curvepoint
- || g_qeglobals.d_select_mode == sel_area
- || g_bPatchBendMode))
- DrawPatchControls(b->pPatch);
- }
- }
-
- // brushes
- else if(b->owner->eclass->fixedsize)
- {
- switch(mode)
- {
- case DRAW_SOLID:
- VectorCopy(b->owner->eclass->color, material);
- VectorScale(material, 0.8f, material);
- material[3] = 1.0f;
- qglColor4fv(material);
-
- qglEnable(GL_CULL_FACE);
- qglShadeModel(GL_FLAT);
- Brush_Draw(b);
- break;
- case DRAW_WIRE:
- if((g_qeglobals.d_savedinfo.include & INCLUDE_ANGLES)
- && (b->owner->eclass->nShowFlags & ECLASS_ANGLE))
- Brush_DrawFacingAngle(b, b->owner);
- }
- }
-
- // brushes
- else
- {
- switch(mode)
- {
- case DRAW_TEXTURED:
- qglEnable(GL_CULL_FACE);
- qglShadeModel(GL_FLAT);
- Brush_Draw(b);
- }
- }
-}
-
-void CamWnd::Cam_DrawBrushes(int mode)
+
+ g_camwindow_globals_private.m_bCamDiscrete = value;
+
+ if (g_camwindow_globals_private.m_bCamDiscrete) {
+ CamWnd_Move_Discrete_Enable(camwnd);
+ } else {
+ CamWnd_Move_Enable(camwnd);
+ }
+ }
+};
+
+
+void CamWnd_Add_Handlers_Move( CamWnd& camwnd ){
+ camwnd.m_selection_button_press_handler = camwnd.m_gl_widget.connect( "button_press_event", G_CALLBACK( selection_button_press ), camwnd.m_window_observer );
+ camwnd.m_selection_button_release_handler = camwnd.m_gl_widget.connect( "button_release_event", G_CALLBACK( selection_button_release ), camwnd.m_window_observer );
+ camwnd.m_selection_motion_handler = camwnd.m_gl_widget.connect( "motion_notify_event", G_CALLBACK( DeferredMotion::gtk_motion ), &camwnd.m_deferred_motion );
+
+ camwnd.m_freelook_button_press_handler = camwnd.m_gl_widget.connect( "button_press_event", G_CALLBACK( enable_freelook_button_press ), &camwnd );
+
+ if ( g_camwindow_globals_private.m_bCamDiscrete ) {
+ CamWnd_Move_Discrete_Enable( camwnd );
+ }
+ else
+ {
+ CamWnd_Move_Enable( camwnd );
+ }
+}
+
+void CamWnd_Remove_Handlers_Move( CamWnd& camwnd ){
+ g_signal_handler_disconnect( G_OBJECT( camwnd.m_gl_widget ), camwnd.m_selection_button_press_handler );
+ g_signal_handler_disconnect( G_OBJECT( camwnd.m_gl_widget ), camwnd.m_selection_button_release_handler );
+ g_signal_handler_disconnect( G_OBJECT( camwnd.m_gl_widget ), camwnd.m_selection_motion_handler );
+
+ g_signal_handler_disconnect( G_OBJECT( camwnd.m_gl_widget ), camwnd.m_freelook_button_press_handler );
+
+ if ( g_camwindow_globals_private.m_bCamDiscrete ) {
+ CamWnd_Move_Discrete_Disable( camwnd );
+ }
+ else
+ {
+ CamWnd_Move_Disable( camwnd );
+ }
+}
+
+void CamWnd_Add_Handlers_FreeMove( CamWnd& camwnd ){
+ camwnd.m_selection_button_press_handler = camwnd.m_gl_widget.connect( "button_press_event", G_CALLBACK( selection_button_press_freemove ), camwnd.m_window_observer );
+ camwnd.m_selection_button_release_handler = camwnd.m_gl_widget.connect( "button_release_event", G_CALLBACK( selection_button_release_freemove ), camwnd.m_window_observer );
+ camwnd.m_selection_motion_handler = camwnd.m_gl_widget.connect( "motion_notify_event", G_CALLBACK( selection_motion_freemove ), camwnd.m_window_observer );
+
+ camwnd.m_freelook_button_press_handler = camwnd.m_gl_widget.connect( "button_press_event", G_CALLBACK( disable_freelook_button_press ), &camwnd );
+
+ KeyEvent_connect( "CameraFreeMoveForward" );
+ KeyEvent_connect( "CameraFreeMoveBack" );
+ KeyEvent_connect( "CameraFreeMoveLeft" );
+ KeyEvent_connect( "CameraFreeMoveRight" );
+ KeyEvent_connect( "CameraFreeMoveUp" );
+ KeyEvent_connect( "CameraFreeMoveDown" );
+}
+
+void CamWnd_Remove_Handlers_FreeMove( CamWnd& camwnd ){
+ KeyEvent_disconnect( "CameraFreeMoveForward" );
+ KeyEvent_disconnect( "CameraFreeMoveBack" );
+ KeyEvent_disconnect( "CameraFreeMoveLeft" );
+ KeyEvent_disconnect( "CameraFreeMoveRight" );
+ KeyEvent_disconnect( "CameraFreeMoveUp" );
+ KeyEvent_disconnect( "CameraFreeMoveDown" );
+
+ g_signal_handler_disconnect( G_OBJECT( camwnd.m_gl_widget ), camwnd.m_selection_button_press_handler );
+ g_signal_handler_disconnect( G_OBJECT( camwnd.m_gl_widget ), camwnd.m_selection_button_release_handler );
+ g_signal_handler_disconnect( G_OBJECT( camwnd.m_gl_widget ), camwnd.m_selection_motion_handler );
+
+ g_signal_handler_disconnect( G_OBJECT( camwnd.m_gl_widget ), camwnd.m_freelook_button_press_handler );
+}
+
+CamWnd::CamWnd() :
+ m_view( true ),
+ m_Camera( &m_view, CamWndQueueDraw( *this ) ),
+ m_cameraview( m_Camera, &m_view, ReferenceCaller<CamWnd, void(), CamWnd_Update>( *this ) ),
+ m_gl_widget( glwidget_new( TRUE ) ),
+ m_window_observer( NewWindowObserver() ),
+ m_XORRectangle( m_gl_widget ),
+ m_deferredDraw( WidgetQueueDrawCaller( m_gl_widget ) ),
+ m_deferred_motion( selection_motion, m_window_observer ),
+ m_selection_button_press_handler( 0 ),
+ m_selection_button_release_handler( 0 ),
+ m_selection_motion_handler( 0 ),
+ m_freelook_button_press_handler( 0 ),
+ m_drawing( false ){
+ m_bFreeMove = false;
+
+ GlobalWindowObservers_add( m_window_observer );
+ GlobalWindowObservers_connectWidget( m_gl_widget );
+
+ m_window_observer->setRectangleDrawCallback( ReferenceCaller<CamWnd, void(rect_t), camwnd_update_xor_rectangle>( *this ) );
+ m_window_observer->setView( m_view );
+
+ g_object_ref( m_gl_widget._handle );
+
+ gtk_widget_set_events( m_gl_widget, GDK_DESTROY | GDK_EXPOSURE_MASK | GDK_BUTTON_PRESS_MASK | GDK_BUTTON_RELEASE_MASK | GDK_POINTER_MOTION_MASK | GDK_SCROLL_MASK );
+ gtk_widget_set_can_focus( m_gl_widget, true );
+
+ m_sizeHandler = m_gl_widget.connect( "size_allocate", G_CALLBACK( camera_size_allocate ), this );
+ m_exposeHandler = m_gl_widget.on_render( G_CALLBACK( camera_expose ), this );
+
+ Map_addValidCallback( g_map, DeferredDrawOnMapValidChangedCaller( m_deferredDraw ) );
+
+ CamWnd_registerCommands( *this );
+
+ CamWnd_Add_Handlers_Move( *this );
+
+ m_gl_widget.connect( "scroll_event", G_CALLBACK( wheelmove_scroll ), this );
+
+ AddSceneChangeCallback( ReferenceCaller<CamWnd, void(), CamWnd_Update>( *this ) );
+
+ PressedButtons_connect( g_pressedButtons, m_gl_widget );
+}
+
+CamWnd::~CamWnd(){
+ if ( m_bFreeMove ) {
+ DisableFreeMove();
+ }
+
+ CamWnd_Remove_Handlers_Move( *this );
+
+ g_signal_handler_disconnect( G_OBJECT( m_gl_widget ), m_sizeHandler );
+ g_signal_handler_disconnect( G_OBJECT( m_gl_widget ), m_exposeHandler );
+
+ m_gl_widget.unref();
+
+ m_window_observer->release();
+}
+
+class FloorHeightWalker : public scene::Graph::Walker
{
- brush_t *b;
- brush_t *pList = (g_bClipMode && g_pSplitList) ? g_pSplitList : &selected_brushes;
+float m_current;
+float& m_bestUp;
+float& m_bestDown;
+public:
+FloorHeightWalker( float current, float& bestUp, float& bestDown ) :
+ m_current( current ), m_bestUp( bestUp ), m_bestDown( bestDown ){
+ bestUp = g_MaxWorldCoord;
+ bestDown = -g_MaxWorldCoord;
+}
+bool pre( const scene::Path& path, scene::Instance& instance ) const {
+ if ( path.top().get().visible()
+ && Node_isBrush( path.top() ) ) { // this node is a floor
+ const AABB& aabb = instance.worldAABB();
+ float floorHeight = aabb.origin.z() + aabb.extents.z();
+ if ( floorHeight > m_current && floorHeight < m_bestUp ) {
+ m_bestUp = floorHeight;
+ }
+ if ( floorHeight < m_current && floorHeight > m_bestDown ) {
+ m_bestDown = floorHeight;
+ }
+ }
+ return true;
+}
+};
+
+void CamWnd::Cam_ChangeFloor( bool up ){
+ float current = m_Camera.origin[2] - 48;
+ float bestUp;
+ float bestDown;
+ GlobalSceneGraph().traverse( FloorHeightWalker( current, bestUp, bestDown ) );
+
+ if ( up && bestUp != g_MaxWorldCoord ) {
+ current = bestUp;
+ }
+ if ( !up && bestDown != -g_MaxWorldCoord ) {
+ current = bestDown;
+ }
+
+ m_Camera.origin[2] = current + 48;
+ Camera_updateModelview( getCamera() );
+ CamWnd_Update( *this );
+ CameraMovedNotify();
+}
+
+
+#if 0
+
+// button_press
+Sys_GetCursorPos( &m_PositionDragCursorX, &m_PositionDragCursorY );
- for(b = active_brushes.next; b != &active_brushes; b=b->next)
- if (!b->bFiltered && !b->bCamCulled) Cam_DrawBrush(b, mode);
- for(b = pList->next; b != pList; b=b->next)
- if (!b->bFiltered && !b->bCamCulled) Cam_DrawBrush(b, mode);
+// motion
+if ( ( m_bFreeMove && ( buttons == ( RAD_CONTROL | RAD_SHIFT ) ) )
+ || ( !m_bFreeMove && ( buttons == ( RAD_RBUTTON | RAD_CONTROL ) ) ) ) {
+ Cam_PositionDrag();
+ CamWnd_Update( camwnd );
+ CameraMovedNotify();
+ return;
}
-void CamWnd::Cam_DrawStuff()
+void CamWnd::Cam_PositionDrag(){
+ int x, y;
+
+ Sys_GetCursorPos( m_gl_widget, &x, &y );
+ if ( x != m_PositionDragCursorX || y != m_PositionDragCursorY ) {
+ x -= m_PositionDragCursorX;
+ vector3_add( m_Camera.origin, vector3_scaled( m_Camera.vright, x ) );
+ y -= m_PositionDragCursorY;
+ m_Camera.origin[2] -= y;
+ Camera_updateModelview();
+ CamWnd_Update( camwnd );
+ CameraMovedNotify();
+
+ Sys_SetCursorPos( m_gl_widget, m_PositionDragCursorX, m_PositionDragCursorY );
+ }
+}
+#endif
+
+
+// NOTE TTimo if there's an OS-level focus out of the application
+// then we can release the camera cursor grab
+static gboolean camwindow_freemove_focusout( ui::Widget widget, GdkEventFocus* event, gpointer data ){
+ reinterpret_cast<CamWnd*>( data )->DisableFreeMove();
+ return FALSE;
+}
+
+void CamWnd::EnableFreeMove(){
+ //globalOutputStream() << "EnableFreeMove\n";
+
+ ASSERT_MESSAGE( !m_bFreeMove, "EnableFreeMove: free-move was already enabled" );
+ m_bFreeMove = true;
+ Camera_clearMovementFlags( getCamera(), MOVE_ALL );
+
+ CamWnd_Remove_Handlers_Move( *this );
+ CamWnd_Add_Handlers_FreeMove( *this );
+
+ gtk_window_set_focus( m_parent, m_gl_widget );
+ m_freemove_handle_focusout = m_gl_widget.connect( "focus_out_event", G_CALLBACK( camwindow_freemove_focusout ), this );
+ m_freezePointer.freeze_pointer( m_gl_widget, Camera_motionDelta, &m_Camera );
+
+ CamWnd_Update( *this );
+}
+
+void CamWnd::DisableFreeMove(){
+ //globalOutputStream() << "DisableFreeMove\n";
+
+ ASSERT_MESSAGE( m_bFreeMove, "DisableFreeMove: free-move was not enabled" );
+ m_bFreeMove = false;
+ Camera_clearMovementFlags( getCamera(), MOVE_ALL );
+
+ CamWnd_Remove_Handlers_FreeMove( *this );
+ CamWnd_Add_Handlers_Move( *this );
+
+ m_freezePointer.unfreeze_pointer( m_gl_widget );
+ g_signal_handler_disconnect( G_OBJECT( m_gl_widget ), m_freemove_handle_focusout );
+
+ CamWnd_Update( *this );
+}
+
+
+#include "renderer.h"
+
+class CamRenderer : public Renderer
{
- GLfloat identity[4];
- VectorSet(identity, 0.8f, 0.8f, 0.8f);
- brush_t *b;
-
- for(b = active_brushes.next; b != &active_brushes; b=b->next)
- b->bCamCulled = CullBrush(b);
-
- for(b = selected_brushes.next; b != &selected_brushes; b=b->next)
- b->bCamCulled = CullBrush(b);
-
- switch (m_Camera.draw_mode)
- {
- case cd_wire:
- qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
- qglDisable(GL_TEXTURE_2D);
- qglDisable(GL_TEXTURE_1D);
- qglDisable(GL_BLEND);
- qglEnable(GL_DEPTH_TEST);
- qglEnableClientState(GL_VERTEX_ARRAY);
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
- qglShadeModel(GL_FLAT);
- if(g_PrefsDlg.m_bGLLighting) {
- qglDisable(GL_LIGHTING);
- qglDisable(GL_COLOR_MATERIAL);
- qglDisableClientState(GL_NORMAL_ARRAY);
- }
- m_Camera.draw_glstate = DRAW_GL_WIRE;
- break;
-
- case cd_solid:
- qglCullFace(GL_FRONT);
- qglEnable(GL_CULL_FACE);
- qglShadeModel (GL_FLAT);
- qglPolygonMode (GL_FRONT, GL_LINE);
- qglPolygonMode (GL_BACK, GL_FILL);
- qglDisable(GL_TEXTURE_2D);
- qglDisable(GL_BLEND);
- qglEnable(GL_DEPTH_TEST);
- qglEnableClientState(GL_VERTEX_ARRAY);
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
- qglPolygonOffset(-1.0, 2);
- if(g_PrefsDlg.m_bGLLighting) {
- qglEnable(GL_LIGHTING);
- qglEnable(GL_COLOR_MATERIAL);
-// qglEnable(GL_RESCALE_NORMAL);
- qglEnableClientState(GL_NORMAL_ARRAY);
- }
- m_Camera.draw_glstate = DRAW_GL_SOLID;
- break;
-
- case cd_texture:
- qglCullFace(GL_FRONT);
- qglEnable(GL_CULL_FACE);
- qglShadeModel (GL_FLAT);
- qglPolygonMode (GL_FRONT, GL_LINE);
- qglPolygonMode (GL_BACK, GL_FILL);
- qglEnable(GL_TEXTURE_2D);
- qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- qglDisable(GL_BLEND);
- qglEnable(GL_DEPTH_TEST);
- qglEnableClientState(GL_VERTEX_ARRAY);
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
- if(g_PrefsDlg.m_bGLLighting) {
- qglEnable(GL_LIGHTING);
- qglDisable(GL_COLOR_MATERIAL);
- qglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, identity);
- qglEnableClientState(GL_NORMAL_ARRAY);
-// qglEnable(GL_RESCALE_NORMAL);
- }
- qglPolygonOffset(-1.0, 2);
- m_Camera.draw_glstate = DRAW_GL_TEXTURED;
- break;
-
- default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");
- }
-
- Cam_DrawBrushes(DRAW_TEXTURED);
-
- // setup for solid stuff
- switch(m_Camera.draw_mode)
+struct state_type
+{
+ state_type() : m_highlight( 0 ), m_state( 0 ), m_lights( 0 ){
+ }
+ unsigned int m_highlight;
+ Shader* m_state;
+ const LightList* m_lights;
+};
+
+std::vector<state_type> m_state_stack;
+RenderStateFlags m_globalstate;
+Shader* m_state_select0;
+Shader* m_state_select1;
+const Vector3& m_viewer;
+
+public:
+CamRenderer( RenderStateFlags globalstate, Shader* select0, Shader* select1, const Vector3& viewer ) :
+ m_globalstate( globalstate ),
+ m_state_select0( select0 ),
+ m_state_select1( select1 ),
+ m_viewer( viewer ){
+ ASSERT_NOTNULL( select0 );
+ ASSERT_NOTNULL( select1 );
+ m_state_stack.push_back( state_type() );
+}
+
+void SetState( Shader* state, EStyle style ){
+ ASSERT_NOTNULL( state );
+ if ( style == eFullMaterials ) {
+ m_state_stack.back().m_state = state;
+ }
+}
+EStyle getStyle() const {
+ return eFullMaterials;
+}
+void PushState(){
+ m_state_stack.push_back( m_state_stack.back() );
+}
+void PopState(){
+ ASSERT_MESSAGE( !m_state_stack.empty(), "popping empty stack" );
+ m_state_stack.pop_back();
+}
+void Highlight( EHighlightMode mode, bool bEnable = true ){
+ ( bEnable )
+ ? m_state_stack.back().m_highlight |= mode
+ : m_state_stack.back().m_highlight &= ~mode;
+}
+void setLights( const LightList& lights ){
+ m_state_stack.back().m_lights = &lights;
+}
+void addRenderable( const OpenGLRenderable& renderable, const Matrix4& world ){
+ if ( m_state_stack.back().m_highlight & ePrimitive ) {
+ m_state_select0->addRenderable( renderable, world, m_state_stack.back().m_lights );
+ }
+ if ( m_state_stack.back().m_highlight & eFace ) {
+ m_state_select1->addRenderable( renderable, world, m_state_stack.back().m_lights );
+ }
+
+ m_state_stack.back().m_state->addRenderable( renderable, world, m_state_stack.back().m_lights );
+}
+
+void render( const Matrix4& modelview, const Matrix4& projection ){
+ GlobalShaderCache().render( m_globalstate, modelview, projection, m_viewer );
+}
+};
+
+/*
+ ==============
+ Cam_Draw
+ ==============
+ */
+
+void ShowStatsToggle(){
+ g_camwindow_globals_private.m_showStats ^= 1;
+}
+
+void ShowStatsExport( const Callback<void(bool)> &importer ){
+ importer( g_camwindow_globals_private.m_showStats );
+}
+
+FreeCaller<void(const Callback<void(bool)>&), ShowStatsExport> g_show_stats_caller;
+Callback<void(const Callback<void(bool)> &)> g_show_stats_callback( g_show_stats_caller );
+ToggleItem g_show_stats( g_show_stats_callback );
+
+void CamWnd::Cam_Draw(){
+ glViewport( 0, 0, m_Camera.width, m_Camera.height );
+#if 0
+ GLint viewprt[4];
+ glGetIntegerv( GL_VIEWPORT, viewprt );
+#endif
+
+ // enable depth buffer writes
+ glDepthMask( GL_TRUE );
+ glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+
+ Vector3 clearColour( 0, 0, 0 );
+ if ( m_Camera.draw_mode != cd_lighting ) {
+ clearColour = g_camwindow_globals.color_cameraback;
+ }
+
+ glClearColor( clearColour[0], clearColour[1], clearColour[2], 0 );
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+
+ extern void Renderer_ResetStats();
+ Renderer_ResetStats();
+ extern void Cull_ResetStats();
+ Cull_ResetStats();
+
+ glMatrixMode( GL_PROJECTION );
+ glLoadMatrixf( reinterpret_cast<const float*>( &m_Camera.projection ) );
+
+ glMatrixMode( GL_MODELVIEW );
+ glLoadMatrixf( reinterpret_cast<const float*>( &m_Camera.modelview ) );
+
+
+ // one directional light source directly behind the viewer
{
- case cd_texture:
- qglDisable(GL_TEXTURE_2D);
- m_Camera.draw_glstate &= ~DRAW_GL_TEXTURE_2D;
- if(g_PrefsDlg.m_bGLLighting)
- qglEnable(GL_COLOR_MATERIAL);
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
- break;
- case cd_solid:
- break;
- case cd_wire:
- break;
- default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");
- }
-
- qglEnable(GL_CULL_FACE);
- qglShadeModel(GL_FLAT);
- Cam_DrawBrushes(DRAW_SOLID);
-
- // setup for wireframe stuff
- switch(m_Camera.draw_mode)
+ GLfloat inverse_cam_dir[4], ambient[4], diffuse[4]; //, material[4];
+
+ ambient[0] = ambient[1] = ambient[2] = 0.4f;
+ ambient[3] = 1.0f;
+ diffuse[0] = diffuse[1] = diffuse[2] = 0.4f;
+ diffuse[3] = 1.0f;
+ //material[0] = material[1] = material[2] = 0.8f;
+ //material[3] = 1.0f;
+
+ inverse_cam_dir[0] = m_Camera.vpn[0];
+ inverse_cam_dir[1] = m_Camera.vpn[1];
+ inverse_cam_dir[2] = m_Camera.vpn[2];
+ inverse_cam_dir[3] = 0;
+
+ glLightfv( GL_LIGHT0, GL_POSITION, inverse_cam_dir );
+
+ glLightfv( GL_LIGHT0, GL_AMBIENT, ambient );
+ glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuse );
+
+ glEnable( GL_LIGHT0 );
+ }
+
+
+ unsigned int globalstate = RENDER_DEPTHTEST | RENDER_COLOURWRITE | RENDER_DEPTHWRITE | RENDER_ALPHATEST | RENDER_BLEND | RENDER_CULLFACE | RENDER_COLOURARRAY | RENDER_OFFSETLINE | RENDER_POLYGONSMOOTH | RENDER_LINESMOOTH | RENDER_FOG | RENDER_COLOURCHANGE;
+ switch ( m_Camera.draw_mode )
{
- case cd_texture:
- if(g_PrefsDlg.m_bGLLighting) {
- qglDisable(GL_LIGHTING);
- qglDisable(GL_COLOR_MATERIAL);
- qglDisableClientState(GL_NORMAL_ARRAY);
-// qglDisable(GL_RESCALE_NORMAL);
- }
- qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- break;
- case cd_solid:
- if(g_PrefsDlg.m_bGLLighting) {
- qglDisable(GL_LIGHTING);
- qglDisable(GL_COLOR_MATERIAL);
- qglDisableClientState(GL_NORMAL_ARRAY);
-// qglDisable(GL_RESCALE_NORMAL);
- }
- qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- break;
- case cd_wire:
- break;
- default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");
- }
-
- qglDisable(GL_CULL_FACE);
- Cam_DrawBrushes(DRAW_WIRE);
-
- // setup for transparent texture stuff
- switch(m_Camera.draw_mode)
+ case cd_wire:
+ break;
+ case cd_solid:
+ globalstate |= RENDER_FILL
+ | RENDER_LIGHTING
+ | RENDER_SMOOTH
+ | RENDER_SCALED;
+ break;
+ case cd_texture:
+ globalstate |= RENDER_FILL
+ | RENDER_LIGHTING
+ | RENDER_TEXTURE
+ | RENDER_SMOOTH
+ | RENDER_SCALED;
+ break;
+ case cd_lighting:
+ globalstate |= RENDER_FILL
+ | RENDER_LIGHTING
+ | RENDER_TEXTURE
+ | RENDER_SMOOTH
+ | RENDER_SCALED
+ | RENDER_BUMP
+ | RENDER_PROGRAM
+ | RENDER_SCREEN;
+ break;
+ default:
+ globalstate = 0;
+ break;
+ }
+
+ if ( !g_xywindow_globals.m_bNoStipple ) {
+ globalstate |= RENDER_LINESTIPPLE | RENDER_POLYGONSTIPPLE;
+ }
+
{
- case cd_texture:
- qglPolygonMode (GL_FRONT, GL_LINE);
- qglPolygonMode (GL_BACK, GL_FILL);
- if(g_PrefsDlg.m_bGLLighting) {
- qglEnable(GL_COLOR_MATERIAL);
- qglEnableClientState(GL_NORMAL_ARRAY);
- qglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, identity);
- }
- qglEnable(GL_TEXTURE_2D);
- qglEnableClientState(GL_TEXTURE_COORD_ARRAY);
- m_Camera.draw_glstate = DRAW_GL_TEXTURED;
- break;
- case cd_solid:
- qglPolygonMode (GL_FRONT, GL_LINE);
- qglPolygonMode (GL_BACK, GL_FILL);
- if(g_PrefsDlg.m_bGLLighting) {
- qglEnable(GL_LIGHTING);
- qglEnable(GL_COLOR_MATERIAL);
- qglEnableClientState(GL_NORMAL_ARRAY);
-// qglEnable(GL_RESCALE_NORMAL);
- }
- m_Camera.draw_glstate = DRAW_GL_SOLID;
- break;
- case cd_wire:
- m_Camera.draw_glstate = DRAW_GL_WIRE;
- break;
- default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");
- }
-
-
- qglEnable(GL_BLEND);
- m_Camera.draw_glstate |= DRAW_GL_BLEND;
- qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- // FIXME: some .TGA are buggy, have a completely empty alpha channel
- // if such brushes are rendered in this loop they would be totally transparent with GL_MODULATE
- // so I decided using GL_DECAL instead
- // if an empty-alpha-channel or nearly-empty texture is used. It will be blank-transparent.
- // this could get better if you can get qglTexEnviv (GL_TEXTURE_ENV, to work .. patches are welcome
- // Arnout: empty alpha channels are now always filled with data. Don't set this anymore (would cause problems with qer_alphafunc too)
-// qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
-
- Cam_DrawBrushes(DRAW_TEXTURED);
-
-// qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- qglDisable(GL_BLEND);
-
- // setup for wireframe stuff
- switch(m_Camera.draw_mode)
+ CamRenderer renderer( globalstate, m_state_select2, m_state_select1, m_view.getViewer() );
+
+ Scene_Render( renderer, m_view );
+
+ renderer.render( m_Camera.modelview, m_Camera.projection );
+ }
+
+ // prepare for 2d stuff
+ glColor4f( 1, 1, 1, 1 );
+ glDisable( GL_BLEND );
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ glOrtho( 0, (float)m_Camera.width, 0, (float)m_Camera.height, -100, 100 );
+ glScalef( 1, -1, 1 );
+ glTranslatef( 0, -(float)m_Camera.height, 0 );
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+
+ if ( GlobalOpenGL().GL_1_3() ) {
+ glClientActiveTexture( GL_TEXTURE0 );
+ glActiveTexture( GL_TEXTURE0 );
+ }
+
+ glDisableClientState( GL_TEXTURE_COORD_ARRAY );
+ glDisableClientState( GL_NORMAL_ARRAY );
+ glDisableClientState( GL_COLOR_ARRAY );
+
+ glDisable( GL_TEXTURE_2D );
+ glDisable( GL_LIGHTING );
+ glDisable( GL_COLOR_MATERIAL );
+ glDisable( GL_DEPTH_TEST );
+ glColor3f( 1.f, 1.f, 1.f );
+ glLineWidth( 1 );
+
+ // draw the crosshair
+ if ( m_bFreeMove ) {
+ glBegin( GL_LINES );
+ glVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f + 6 );
+ glVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f + 2 );
+ glVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f - 6 );
+ glVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f - 2 );
+ glVertex2f( (float)m_Camera.width / 2.f + 6, (float)m_Camera.height / 2.f );
+ glVertex2f( (float)m_Camera.width / 2.f + 2, (float)m_Camera.height / 2.f );
+ glVertex2f( (float)m_Camera.width / 2.f - 6, (float)m_Camera.height / 2.f );
+ glVertex2f( (float)m_Camera.width / 2.f - 2, (float)m_Camera.height / 2.f );
+ glEnd();
+ }
+
+ if ( g_camwindow_globals_private.m_showStats ) {
+ glRasterPos3f( 1.0f, static_cast<float>( m_Camera.height ) - GlobalOpenGL().m_font->getPixelDescent(), 0.0f );
+ extern const char* Renderer_GetStats();
+ GlobalOpenGL().drawString( Renderer_GetStats() );
+
+ glRasterPos3f( 1.0f, static_cast<float>( m_Camera.height ) - GlobalOpenGL().m_font->getPixelDescent() - GlobalOpenGL().m_font->getPixelHeight(), 0.0f );
+ extern const char* Cull_GetStats();
+ GlobalOpenGL().drawString( Cull_GetStats() );
+ }
+
+ // bind back to the default texture so that we don't have problems
+ // elsewhere using/modifying texture maps between contexts
+ glBindTexture( GL_TEXTURE_2D, 0 );
+}
+
+void CamWnd::draw(){
+ m_drawing = true;
+
+ //globalOutputStream() << "draw...\n";
+ if ( glwidget_make_current( m_gl_widget ) != FALSE ) {
+ if ( Map_Valid( g_map ) && ScreenUpdates_Enabled() ) {
+ GlobalOpenGL_debugAssertNoErrors();
+ Cam_Draw();
+ GlobalOpenGL_debugAssertNoErrors();
+ //qglFinish();
+
+ m_XORRectangle.set( rectangle_t() );
+ }
+
+ glwidget_swap_buffers( m_gl_widget );
+ }
+
+ m_drawing = false;
+}
+
+void CamWnd::BenchMark(){
+ double dStart = Sys_DoubleTime();
+ for ( int i = 0 ; i < 100 ; i++ )
{
- case cd_texture:
- if(g_PrefsDlg.m_bGLLighting) {
- qglDisable(GL_COLOR_MATERIAL);
- qglDisable(GL_LIGHTING);
-// qglDisable(GL_RESCALE_NORMAL);
- }
- break;
- case cd_solid:
- if(g_PrefsDlg.m_bGLLighting) {
- qglDisable(GL_COLOR_MATERIAL);
- qglDisable(GL_LIGHTING);
-// qglDisable(GL_RESCALE_NORMAL);
- }
- break;
- case cd_wire:
- break;
- default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");
+ Vector3 angles;
+ angles[CAMERA_ROLL] = 0;
+ angles[CAMERA_PITCH] = 0;
+ angles[CAMERA_YAW] = static_cast<float>( i * ( 360.0 / 100.0 ) );
+ Camera_setAngles( *this, angles );
}
+ double dEnd = Sys_DoubleTime();
+ globalOutputStream() << FloatFormat( dEnd - dStart, 5, 2 ) << " seconds\n";
+}
+
+void fill_view_camera_menu( ui::Menu menu ){
+ create_check_menu_item_with_mnemonic( menu, "Camera View", "ToggleCamera" );
}
-/*
-==============
-Cam_Draw
-==============
-*/
+void GlobalCamera_ResetAngles(){
+ CamWnd& camwnd = *g_camwnd;
+ Vector3 angles;
+ angles[CAMERA_ROLL] = angles[CAMERA_PITCH] = 0;
+ angles[CAMERA_YAW] = static_cast<float>( 22.5 * floor( ( Camera_getAngles( camwnd )[CAMERA_YAW] + 11 ) / 22.5 ) );
+ Camera_setAngles( camwnd, angles );
+}
-void QueueClear ();
-void QueueDraw ();
+void Camera_ChangeFloorUp(){
+ CamWnd& camwnd = *g_camwnd;
+ camwnd.Cam_ChangeFloor( true );
+}
-void CamWnd::Cam_Draw()
-{
- brush_t *brush;
- face_t *face;
- float screenaspect;
- float yfov;
- double start = 0.0, end;
- int i;
+void Camera_ChangeFloorDown(){
+ CamWnd& camwnd = *g_camwnd;
+ camwnd.Cam_ChangeFloor( false );
+}
+
+void Camera_CubeIn(){
+ CamWnd& camwnd = *g_camwnd;
+ g_camwindow_globals.m_nCubicScale--;
+ if ( g_camwindow_globals.m_nCubicScale < 1 ) {
+ g_camwindow_globals.m_nCubicScale = 1;
+ }
+ Camera_updateProjection( camwnd.getCamera() );
+ CamWnd_Update( camwnd );
+ g_pParentWnd->SetGridStatus();
+}
+
+void Camera_CubeOut(){
+ CamWnd& camwnd = *g_camwnd;
+ g_camwindow_globals.m_nCubicScale++;
+ if ( g_camwindow_globals.m_nCubicScale > 23 ) {
+ g_camwindow_globals.m_nCubicScale = 23;
+ }
+ Camera_updateProjection( camwnd.getCamera() );
+ CamWnd_Update( camwnd );
+ g_pParentWnd->SetGridStatus();
+}
- if (!active_brushes.next)
- return; // not valid yet
+bool Camera_GetFarClip(){
+ return g_camwindow_globals_private.m_bCubicClipping;
+}
- if (m_Camera.timing)
- start = Sys_DoubleTime ();
+ConstReferenceCaller<bool, void(const Callback<void(bool)> &), PropertyImpl<bool>::Export> g_getfarclip_caller( g_camwindow_globals_private.m_bCubicClipping );
+ToggleItem g_getfarclip_item( g_getfarclip_caller );
- //
- // clear
- //
- QE_CheckOpenGLForErrors();
+void Camera_SetFarClip( bool value ){
+ CamWnd& camwnd = *g_camwnd;
+ g_camwindow_globals_private.m_bCubicClipping = value;
+ g_getfarclip_item.update();
+ Camera_updateProjection( camwnd.getCamera() );
+ CamWnd_Update( camwnd );
+}
- qglViewport(0, 0, m_Camera.width, m_Camera.height);
- qglClearColor (g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][0],
- g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][1],
- g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][2], 0);
- qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+struct Camera_FarClip {
+ static void Export(const Callback<void(bool)> &returnz) {
+ returnz(g_camwindow_globals_private.m_bCubicClipping);
+ }
- //
- // set up viewpoint
- //
+ static void Import(bool value) {
+ Camera_SetFarClip(value);
+ }
+};
+void Camera_ToggleFarClip(){
+ Camera_SetFarClip( !Camera_GetFarClip() );
+}
- qglMatrixMode(GL_PROJECTION);
- qglLoadIdentity ();
- screenaspect = (float)m_Camera.width / m_Camera.height;
- yfov = 2*atan((float)m_Camera.height / m_Camera.width)*180/Q_PI;
- qgluPerspective (yfov, screenaspect, 8, 32768);
+void CamWnd_constructToolbar( ui::Toolbar toolbar ){
+ toolbar_append_toggle_button( toolbar, "Cubic clip the camera view (\\)", "view_cubicclipping.png", "ToggleCubicClip" );
+}
- // we're too lazy to calc projection matrix ourselves!!!
- qglGetFloatv (GL_PROJECTION_MATRIX, &m_Camera.projection[0][0]);
+void CamWnd_registerShortcuts(){
+ toggle_add_accelerator( "ToggleCubicClip" );
- vec3_t vec;
+ if ( g_pGameDescription->mGameType == "doom3" ) {
+ command_connect_accelerator( "TogglePreview" );
+ }
- m4x4_identity(&m_Camera.modelview[0][0]);
- VectorSet(vec, -90, 0, 0);
- m4x4_rotate_by_vec3(&m_Camera.modelview[0][0], vec, eXYZ);
- VectorSet(vec, 0, 0, 90);
- m4x4_rotate_by_vec3(&m_Camera.modelview[0][0], vec, eXYZ);
- VectorSet(vec, 0, m_Camera.angles[0], 0);
- m4x4_rotate_by_vec3(&m_Camera.modelview[0][0], vec, eXYZ);
- VectorSet(vec, 0, 0, -m_Camera.angles[1]);
- m4x4_rotate_by_vec3(&m_Camera.modelview[0][0], vec, eXYZ);
- VectorSet(vec, -m_Camera.origin[0], -m_Camera.origin[1], -m_Camera.origin[2]);
- m4x4_translate_by_vec3(&m_Camera.modelview[0][0], vec);
+ command_connect_accelerator( "CameraSpeedInc" );
+ command_connect_accelerator( "CameraSpeedDec" );
+}
- Cam_BuildMatrix ();
- qglMatrixMode(GL_MODELVIEW);
- qglLoadIdentity();
+void GlobalCamera_Benchmark(){
+ CamWnd& camwnd = *g_camwnd;
+ camwnd.BenchMark();
+}
- qglMultMatrixf(&m_Camera.modelview[0][0]);
+void GlobalCamera_Update(){
+ CamWnd& camwnd = *g_camwnd;
+ CamWnd_Update( camwnd );
+}
- // grab the GL_PROJECTION and GL_MODELVIEW matrixes
- // used in GetRelativeAxes
- //qglGetFloatv (GL_PROJECTION_MATRIX, &m_Camera.projection[0][0]);
- //qglGetFloatv (GL_MODELVIEW_MATRIX, &m_Camera.modelview[0][0]);
+camera_draw_mode CamWnd_GetMode(){
+ return camera_t::draw_mode;
+}
+void CamWnd_SetMode( camera_draw_mode mode ){
+ ShaderCache_setBumpEnabled( mode == cd_lighting );
+ camera_t::draw_mode = mode;
+ if ( g_camwnd != 0 ) {
+ CamWnd_Update( *g_camwnd );
+ }
+}
-#if 0
- // TTimo: this is not used, just for verification (0, 0, m_Camera.width, m_Camera.height)
- GLint viewprt[4];
- qglGetIntegerv (GL_VIEWPORT, viewprt);
-#endif
+void CamWnd_TogglePreview( void ){
+ // gametype must be doom3 for this function to work
+ // if the gametype is not doom3 something is wrong with the
+ // global command list or somebody else calls this function.
+ ASSERT_MESSAGE( g_pGameDescription->mGameType == "doom3", "CamWnd_TogglePreview called although mGameType is not doom3 compatible" );
- if (g_PrefsDlg.m_bGLLighting)
- {
- GLfloat inverse_cam_dir[4], ambient[4], diffuse[4];//, material[4];
-
- ambient[0] = ambient[1] = ambient[2] = 0.6f;
- ambient[3] = 1.0f;
- diffuse[0] = diffuse[1] = diffuse[2] = 0.4f;
- diffuse[3] = 1.0f;
- //material[0] = material[1] = material[2] = 0.8f;
- //material[3] = 1.0f;
-
- vec3_t vCam, vRotate;
- VectorSet(vCam, -1, 0, 0); //default cam pos
- VectorSet(vRotate, 0, -m_Camera.angles[0], 0);
- VectorRotate(vCam, vRotate, vCam);
- VectorSet(vRotate, 0, 0, m_Camera.angles[1]);
- VectorRotate(vCam, vRotate, vCam);
-
- inverse_cam_dir[0] = vCam[0];
- inverse_cam_dir[1] = vCam[1];
- inverse_cam_dir[2] = vCam[2];
- inverse_cam_dir[3] = 0;
-
- qglColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
-
- qglLightfv(GL_LIGHT0, GL_POSITION, inverse_cam_dir);
-
- qglLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
- qglLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
-
- qglEnable(GL_LIGHT0);
- }
-
- InitCull ();
-
- //
- // draw stuff
- //
-
- Cam_DrawStuff();
-
- qglEnableClientState(GL_VERTEX_ARRAY);
- qglDisableClientState(GL_NORMAL_ARRAY);
- qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
- qglDisable (GL_TEXTURE_2D);
- qglDisable (GL_LIGHTING);
- qglDisable (GL_COLOR_MATERIAL);
-
- qglEnable (GL_CULL_FACE);
-
- brush_t* pList = (g_bClipMode && g_pSplitList) ? g_pSplitList : &selected_brushes;
-
- if (g_qeglobals.d_savedinfo.iSelectedOutlinesStyle & OUTLINE_BSEL)
- {
- qglColor4f(g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES3D][0], g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES3D][1], g_qeglobals.d_savedinfo.colors[COLOR_SELBRUSHES3D][2], 0.3f);
- qglEnable (GL_BLEND);
- qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- qglDepthFunc (GL_LEQUAL);
- for (brush = pList->next ; brush != pList ; brush=brush->next)
- {
- if (brush->bCamCulled) // draw selected faces of filtered brushes to remind that there is a selection
- continue;
-
- if (brush->patchBrush && (g_qeglobals.d_select_mode == sel_curvepoint || g_qeglobals.d_select_mode == sel_area))
- continue;
-
- if (!g_PrefsDlg.m_bPatchBBoxSelect && brush->patchBrush)
- {
- DrawPatchMesh(brush->pPatch);
- }
- else if(brush->owner->model.pRender && g_PrefsDlg.m_nEntityShowState != ENTITY_BOX)
- {
- brush->owner->model.pRender->Draw(DRAW_GL_FLAT, (DRAW_RF_SEL_OUTLINE|DRAW_RF_CAM));
- }
- else
- {
- for (face=brush->brush_faces ; face ; face=face->next)
- Brush_FaceDraw(face, DRAW_GL_FLAT);
- }
- }
-
-
- int nCount = g_ptrSelectedFaces.GetSize();
- if (nCount > 0)
- {
- for (int i = 0; i < nCount; i++)
- {
- face_t *selFace = reinterpret_cast<face_t*>(g_ptrSelectedFaces.GetAt(i));
- Brush_FaceDraw(selFace, DRAW_GL_FLAT);
- }
- }
-
- qglDisableClientState(GL_NORMAL_ARRAY);
- qglDepthFunc (GL_LESS);
- }
-
- if (g_qeglobals.d_savedinfo.iSelectedOutlinesStyle & OUTLINE_ZBUF)
- {
- // non-zbuffered outline
- qglDisable (GL_BLEND);
- qglDisable (GL_DEPTH_TEST);
- qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
- qglColor3f (1, 1, 1);
- for (brush = pList->next ; brush != pList ; brush=brush->next)
- {
- if ((brush->patchBrush && (g_qeglobals.d_select_mode == sel_curvepoint || g_qeglobals.d_select_mode == sel_area)))
- continue;
-
- if (!g_PrefsDlg.m_bPatchBBoxSelect && brush->patchBrush)
- {
- DrawPatchMesh(brush->pPatch);
- }
- else if(brush->owner->model.pRender && g_PrefsDlg.m_nEntityShowState != ENTITY_BOX)
- {
- brush->owner->model.pRender->Draw(DRAW_GL_WIRE, (DRAW_RF_SEL_FILL|DRAW_RF_CAM));
-
- // Hydra : always draw bbox outline!
- aabb_draw(brush->owner->model.pRender->GetAABB(), DRAW_GL_WIRE);
- }
- else
- {
- for (face=brush->brush_faces ; face ; face=face->next)
- Brush_FaceDraw(face, DRAW_GL_WIRE);
- }
- }
- }
-
- // edge / vertex flags
- if (g_qeglobals.d_select_mode == sel_vertex)
- {
- // GL_POINTS on Kyro Workaround
- if(!g_PrefsDlg.m_bGlPtWorkaround)
- {
- // brush verts
- qglPointSize (4);
- qglColor3f (0,1,0);
- qglBegin (GL_POINTS);
- for (i=0 ; i<g_qeglobals.d_numpoints ; i++)
- qglVertex3fv (g_qeglobals.d_points[i]);
- qglEnd ();
-
- if(g_qeglobals.d_num_move_points)
- {
- // selected brush verts
- qglPointSize (5);
- qglColor3f (0,0,1);
- qglBegin (GL_POINTS);
- for(i = 0; i < g_qeglobals.d_num_move_points; i++)
- qglVertex3fv (g_qeglobals.d_move_points[i]);
- qglEnd();
- }
-
- qglPointSize (1);
- }
- else
- {
- // brush verts
- qglColor3f (0,1,0);
- qglLineWidth(2.0);
- qglBegin (GL_LINES);
- for (i=0; i < g_qeglobals.d_numpoints; i++)
- DrawAlternatePoint(g_qeglobals.d_points[i], 1.5);
- qglEnd();
-
- if(g_qeglobals.d_num_move_points)
- {
- // selected brush verts
- qglColor3f (0,0,1);
- qglLineWidth (3.0);
- qglBegin (GL_LINES);
- for(i = 0; i < g_qeglobals.d_num_move_points; i++)
- qglVertex3fv (g_qeglobals.d_move_points[i]);
- qglEnd();
- }
- qglLineWidth(1.0);
- }
- }
- else if (g_qeglobals.d_select_mode == sel_edge)
- {
- float *v1, *v2;
- // GL_POINTS on Kyro Workaround
- if(!g_PrefsDlg.m_bGlPtWorkaround)
- {
- qglPointSize (4);
- qglColor3f (0,0,1);
- qglBegin (GL_POINTS);
- for (i=0 ; i<g_qeglobals.d_numedges ; i++)
- {
- v1 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p1];
- v2 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p2];
- qglVertex3f ( (v1[0]+v2[0])*0.5,(v1[1]+v2[1])*0.5,(v1[2]+v2[2])*0.5);
- }
- qglEnd ();
- qglPointSize (1);
- }
- else {
- qglColor3f (0,0,1);
- qglLineWidth(2.0);
- qglBegin (GL_LINES);
- for (i=0; i < g_qeglobals.d_numedges; i++)
- {
- v1 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p1];
- v2 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p2];
- vec3_t v3;
- v3[0] = (v1[0]+v2[0])*0.5;
- v3[1] = (v1[1]+v2[1])*0.5;
- v3[2] = (v1[2]+v2[2])*0.5;
- DrawAlternatePoint(v3, 1.5);
- }
- qglEnd();
- qglLineWidth(1.0);
- }
- }
-
- //
- // draw pointfile
- //
- qglEnable(GL_DEPTH_TEST);
- DrawPathLines();
-
- if (g_qeglobals.d_pointfile_display_list)
- {
- Pointfile_Draw();
- }
-
- // call the drawing routine of plugin entities
- //++timo FIXME: we might need to hook in other places as well for transparency etc.
- //++timo FIXME: also needs a way to get some parameters about the view
- //++timo FIXME: maybe provide some culling API on Radiant side?
- Draw3DPluginEntities();
-
- // draw the crosshair
- if (m_bFreeMove)
- {
- // setup orthographic projection mode
- qglMatrixMode(GL_PROJECTION);
- //qglPushMatrix();
- qglLoadIdentity();
- qglDisable(GL_DEPTH_TEST);
- qglOrtho(0, (float)m_Camera.width, 0, (float)m_Camera.height, -100, 100);
- qglScalef(1, -1, 1);
- qglTranslatef(0, -(float)m_Camera.height, 0);
- qglMatrixMode(GL_MODELVIEW);
-
- // draw crosshair
- //qglPushMatrix();
- qglLoadIdentity();
- qglColor3f( 1.f, 1.f, 1.f );
- qglBegin( GL_LINES );
- qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f + 6 );
- qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f + 2 );
- qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f - 6 );
- qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f - 2 );
- qglVertex2f( (float)m_Camera.width / 2.f + 6, (float)m_Camera.height / 2.f );
- qglVertex2f( (float)m_Camera.width / 2.f + 2, (float)m_Camera.height / 2.f );
- qglVertex2f( (float)m_Camera.width / 2.f - 6, (float)m_Camera.height / 2.f );
- qglVertex2f( (float)m_Camera.width / 2.f - 2, (float)m_Camera.height / 2.f );
- qglEnd();
- //qglPopMatrix();
-
- // reset perspective projection
- //qglMatrixMode(GL_PROJECTION);
- //qglPopMatrix();
- //qglMatrixMode(GL_MODELVIEW);
- }
+ // switch between textured and lighting mode
+ CamWnd_SetMode( ( CamWnd_GetMode() == cd_lighting ) ? cd_texture : cd_lighting );
+}
-#if 0
- if ((g_qeglobals.d_select_mode == sel_area) && (g_nPatchClickedView == W_CAMERA))
+
+CameraModel* g_camera_model = 0;
+
+void CamWnd_LookThroughCamera( CamWnd& camwnd ){
+ if ( g_camera_model != 0 ) {
+ CamWnd_Add_Handlers_Move( camwnd );
+ g_camera_model->setCameraView( 0, Callback<void()>() );
+ g_camera_model = 0;
+ Camera_updateModelview( camwnd.getCamera() );
+ Camera_updateProjection( camwnd.getCamera() );
+ CamWnd_Update( camwnd );
+ }
+}
+
+inline CameraModel* Instance_getCameraModel( scene::Instance& instance ){
+ return InstanceTypeCast<CameraModel>::cast( instance );
+}
+
+void CamWnd_LookThroughSelected( CamWnd& camwnd ){
+ if ( g_camera_model != 0 ) {
+ CamWnd_LookThroughCamera( camwnd );
+ }
+
+ if ( GlobalSelectionSystem().countSelected() != 0 ) {
+ scene::Instance& instance = GlobalSelectionSystem().ultimateSelected();
+ CameraModel* cameraModel = Instance_getCameraModel( instance );
+ if ( cameraModel != 0 ) {
+ CamWnd_Remove_Handlers_Move( camwnd );
+ g_camera_model = cameraModel;
+ g_camera_model->setCameraView( &camwnd.getCameraView(), ReferenceCaller<CamWnd, void(), CamWnd_LookThroughCamera>( camwnd ) );
+ }
+ }
+}
+
+void GlobalCamera_LookThroughSelected(){
+ CamWnd_LookThroughSelected( *g_camwnd );
+}
+
+void GlobalCamera_LookThroughCamera(){
+ CamWnd_LookThroughCamera( *g_camwnd );
+}
+
+struct RenderMode {
+ static void Export(const Callback<void(int)> &returnz) {
+ switch (CamWnd_GetMode()) {
+ case cd_wire:
+ returnz(0);
+ break;
+ case cd_solid:
+ returnz(1);
+ break;
+ case cd_texture:
+ returnz(2);
+ break;
+ case cd_lighting:
+ returnz(3);
+ break;
+ }
+ }
+
+ static void Import(int value) {
+ switch (value) {
+ case 0:
+ CamWnd_SetMode(cd_wire);
+ break;
+ case 1:
+ CamWnd_SetMode(cd_solid);
+ break;
+ case 2:
+ CamWnd_SetMode(cd_texture);
+ break;
+ case 3:
+ CamWnd_SetMode(cd_lighting);
+ break;
+ default:
+ CamWnd_SetMode(cd_texture);
+ }
+ }
+};
+
+void Camera_constructPreferences( PreferencesPage& page ){
+ page.appendSlider( "Movement Speed", g_camwindow_globals_private.m_nMoveSpeed, TRUE, 0, 0, 100, MIN_CAM_SPEED, MAX_CAM_SPEED, 1, 10 );
+ page.appendCheckBox( "", "Link strafe speed to movement speed", g_camwindow_globals_private.m_bCamLinkSpeed );
+ page.appendSlider( "Rotation Speed", g_camwindow_globals_private.m_nAngleSpeed, TRUE, 0, 0, 3, 1, 180, 1, 10 );
+ page.appendCheckBox( "", "Invert mouse vertical axis", g_camwindow_globals_private.m_bCamInverseMouse );
+ page.appendCheckBox(
+ "", "Discrete movement",
+ make_property<CamWnd_Move_Discrete>()
+ );
+ page.appendCheckBox(
+ "", "Enable far-clip plane",
+ make_property<Camera_FarClip>()
+ );
+
+ if ( g_pGameDescription->mGameType == "doom3" ) {
+ const char* render_mode[] = { "Wireframe", "Flatshade", "Textured", "Lighting" };
+
+ page.appendCombo(
+ "Render Mode",
+ STRING_ARRAY_RANGE( render_mode ),
+ make_property<RenderMode>()
+ );
+ }
+ else
{
- // setup orthographic projection mode
- qglMatrixMode(GL_PROJECTION);
- //qglPushMatrix();
- qglLoadIdentity();
- qglDisable(GL_DEPTH_TEST);
- qglOrtho(0, (float)m_Camera.width, 0, (float)m_Camera.height, -100, 100);
- //qglScalef(1, -1, 1);
- //qglTranslatef(0, -(float)m_Camera.height, 0);
- qglMatrixMode(GL_MODELVIEW);
-
- // area selection hack
- qglLoadIdentity();
- qglDisable(GL_CULL_FACE);
- qglEnable (GL_BLEND);
- qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
- qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- qglColor4f(0.0, 0.0, 1.0, 0.25);
- qglRectf(g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[0], g_qeglobals.d_vAreaBR[1]);
- qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
- qglDisable (GL_BLEND);
- qglEnable (GL_CULL_FACE);
+ const char* render_mode[] = { "Wireframe", "Flatshade", "Textured" };
+
+ page.appendCombo(
+ "Render Mode",
+ STRING_ARRAY_RANGE( render_mode ),
+ make_property<RenderMode>()
+ );
}
-#endif
- // bind back to the default texture so that we don't have problems
- // elsewhere using/modifying texture maps between contexts
- qglBindTexture( GL_TEXTURE_2D, 0 );
+ const char* strafe_mode[] = { "Both", "Forward", "Up" };
+
+ page.appendCombo(
+ "Strafe Mode",
+ g_camwindow_globals_private.m_nStrafeMode,
+ STRING_ARRAY_RANGE( strafe_mode )
+ );
+}
+void Camera_constructPage( PreferenceGroup& group ){
+ PreferencesPage page( group.createPage( "Camera", "Camera View Preferences" ) );
+ Camera_constructPreferences( page );
+}
+void Camera_registerPreferencesPage(){
+ PreferencesDialog_addSettingsPage( makeCallbackF(Camera_constructPage) );
+}
- qglFinish();
- QE_CheckOpenGLForErrors();
- // Sys_EndWait();
- if (m_Camera.timing)
- {
- end = Sys_DoubleTime ();
- Sys_Printf ("Camera: %i ms\n", (int)(1000*(end-start)));
- }
+#include "preferencesystem.h"
+#include "stringio.h"
+#include "dialog.h"
- for (brush = active_brushes.next ; brush != &active_brushes ; brush=brush->next)
- brush->bCamCulled = false;
+void CameraSpeed_increase(){
+ if ( g_camwindow_globals_private.m_nMoveSpeed <= ( MAX_CAM_SPEED - CAM_SPEED_STEP - 10 ) ) {
+ g_camwindow_globals_private.m_nMoveSpeed += CAM_SPEED_STEP;
+ }
+ else {
+ g_camwindow_globals_private.m_nMoveSpeed = MAX_CAM_SPEED - 10;
+ }
+}
- for (brush = pList->next ; brush != pList ; brush=brush->next)
- brush->bCamCulled = false;
+void CameraSpeed_decrease(){
+ if ( g_camwindow_globals_private.m_nMoveSpeed >= ( MIN_CAM_SPEED + CAM_SPEED_STEP ) ) {
+ g_camwindow_globals_private.m_nMoveSpeed -= CAM_SPEED_STEP;
+ }
+ else {
+ g_camwindow_globals_private.m_nMoveSpeed = MIN_CAM_SPEED;
+ }
}
-void CamWnd::OnExpose ()
-{
- if (!MakeCurrent ())
- {
- Sys_Printf("ERROR: glXMakeCurrent failed..\n ");
- Sys_Printf("Please restart Radiant if the camera view is not working\n");
- }
- else
- {
- QE_CheckOpenGLForErrors();
- g_pSplitList = NULL;
- if (g_bClipMode)
- {
- if (g_Clip1.Set() && g_Clip2.Set())
- {
- g_pSplitList = (g_bSwitch) ?
- &g_brBackSplits : &g_brFrontSplits;
- }
- }
-
- Patch_LODMatchAll(); // spog
-
- Cam_Draw ();
- QE_CheckOpenGLForErrors ();
-
- m_XORRectangle.set(rectangle_t());
- SwapBuffers ();
- }
-}
-
-void CamWnd::BenchMark()
-{
- if (!MakeCurrent ())
- Error ("glXMakeCurrent failed in Benchmark");
-
- qglDrawBuffer (GL_FRONT);
- double dStart = Sys_DoubleTime ();
- for (int i=0 ; i < 100 ; i++)
- {
- m_Camera.angles[YAW] = i*4;
- Cam_Draw();
- }
- SwapBuffers ();
- qglDrawBuffer (GL_BACK);
- double dEnd = Sys_DoubleTime ();
- Sys_Printf ("%5.2f seconds\n", dEnd - dStart);
+/// \brief Initialisation for things that have the same lifespan as this module.
+void CamWnd_Construct(){
+ GlobalCommands_insert( "CenterView", makeCallbackF(GlobalCamera_ResetAngles), Accelerator( GDK_KEY_End ) );
+
+ GlobalToggles_insert( "ToggleCubicClip", makeCallbackF(Camera_ToggleFarClip), ToggleItem::AddCallbackCaller( g_getfarclip_item ), Accelerator( '\\', (GdkModifierType)GDK_CONTROL_MASK ) );
+ GlobalCommands_insert( "CubicClipZoomIn", makeCallbackF(Camera_CubeIn), Accelerator( '[', (GdkModifierType)GDK_CONTROL_MASK ) );
+ GlobalCommands_insert( "CubicClipZoomOut", makeCallbackF(Camera_CubeOut), Accelerator( ']', (GdkModifierType)GDK_CONTROL_MASK ) );
+
+ GlobalCommands_insert( "UpFloor", makeCallbackF(Camera_ChangeFloorUp), Accelerator( GDK_KEY_Prior ) );
+ GlobalCommands_insert( "DownFloor", makeCallbackF(Camera_ChangeFloorDown), Accelerator( GDK_KEY_Next ) );
+
+ GlobalToggles_insert( "ToggleCamera", ToggleShown::ToggleCaller( g_camera_shown ), ToggleItem::AddCallbackCaller( g_camera_shown.m_item ), Accelerator( 'C', (GdkModifierType)( GDK_SHIFT_MASK | GDK_CONTROL_MASK ) ) );
+ GlobalCommands_insert( "LookThroughSelected", makeCallbackF(GlobalCamera_LookThroughSelected) );
+ GlobalCommands_insert( "LookThroughCamera", makeCallbackF(GlobalCamera_LookThroughCamera) );
+
+ if ( g_pGameDescription->mGameType == "doom3" ) {
+ GlobalCommands_insert( "TogglePreview", makeCallbackF(CamWnd_TogglePreview), Accelerator( GDK_KEY_F3 ) );
+ }
+
+ GlobalCommands_insert( "CameraSpeedInc", makeCallbackF(CameraSpeed_increase), Accelerator( GDK_KEY_KP_Add, (GdkModifierType)GDK_SHIFT_MASK ) );
+ GlobalCommands_insert( "CameraSpeedDec", makeCallbackF(CameraSpeed_decrease), Accelerator( GDK_KEY_KP_Subtract, (GdkModifierType)GDK_SHIFT_MASK ) );
+
+ GlobalShortcuts_insert( "CameraForward", Accelerator( GDK_KEY_Up ) );
+ GlobalShortcuts_insert( "CameraBack", Accelerator( GDK_KEY_Down ) );
+ GlobalShortcuts_insert( "CameraLeft", Accelerator( GDK_KEY_Left ) );
+ GlobalShortcuts_insert( "CameraRight", Accelerator( GDK_KEY_Right ) );
+ GlobalShortcuts_insert( "CameraStrafeRight", Accelerator( GDK_KEY_period ) );
+ GlobalShortcuts_insert( "CameraStrafeLeft", Accelerator( GDK_KEY_comma ) );
+
+ GlobalShortcuts_insert( "CameraUp", Accelerator( 'D' ) );
+ GlobalShortcuts_insert( "CameraDown", Accelerator( 'C' ) );
+ GlobalShortcuts_insert( "CameraAngleUp", Accelerator( 'A' ) );
+ GlobalShortcuts_insert( "CameraAngleDown", Accelerator( 'Z' ) );
+
+ GlobalShortcuts_insert( "CameraFreeMoveForward", Accelerator( GDK_KEY_Up ) );
+ GlobalShortcuts_insert( "CameraFreeMoveBack", Accelerator( GDK_KEY_Down ) );
+ GlobalShortcuts_insert( "CameraFreeMoveLeft", Accelerator( GDK_KEY_Left ) );
+ GlobalShortcuts_insert( "CameraFreeMoveRight", Accelerator( GDK_KEY_Right ) );
+
+ GlobalToggles_insert( "ShowStats", makeCallbackF(ShowStatsToggle), ToggleItem::AddCallbackCaller( g_show_stats ) );
+
+ GlobalPreferenceSystem().registerPreference( "ShowStats", make_property_string( g_camwindow_globals_private.m_showStats ) );
+ GlobalPreferenceSystem().registerPreference( "MoveSpeed", make_property_string( g_camwindow_globals_private.m_nMoveSpeed ) );
+ GlobalPreferenceSystem().registerPreference( "CamLinkSpeed", make_property_string( g_camwindow_globals_private.m_bCamLinkSpeed ) );
+ GlobalPreferenceSystem().registerPreference( "AngleSpeed", make_property_string( g_camwindow_globals_private.m_nAngleSpeed ) );
+ GlobalPreferenceSystem().registerPreference( "CamInverseMouse", make_property_string( g_camwindow_globals_private.m_bCamInverseMouse ) );
+ GlobalPreferenceSystem().registerPreference( "CamDiscrete", make_property_string<CamWnd_Move_Discrete>());
+ GlobalPreferenceSystem().registerPreference( "CubicClipping", make_property_string( g_camwindow_globals_private.m_bCubicClipping ) );
+ GlobalPreferenceSystem().registerPreference( "CubicScale", make_property_string( g_camwindow_globals.m_nCubicScale ) );
+ GlobalPreferenceSystem().registerPreference( "SI_Colors4", make_property_string( g_camwindow_globals.color_cameraback ) );
+ GlobalPreferenceSystem().registerPreference( "SI_Colors12", make_property_string( g_camwindow_globals.color_selbrushes3d ) );
+ GlobalPreferenceSystem().registerPreference( "CameraRenderMode", make_property_string<RenderMode>() );
+ GlobalPreferenceSystem().registerPreference( "StrafeMode", make_property_string( g_camwindow_globals_private.m_nStrafeMode ) );
+
+ CamWnd_constructStatic();
+
+ Camera_registerPreferencesPage();
+}
+void CamWnd_Destroy(){
+ CamWnd_destroyStatic();
}