]> git.xonotic.org Git - xonotic/netradiant.git/blobdiff - radiant/camwindow.cpp
reformat code! now the code is only ugly on the *inside*
[xonotic/netradiant.git] / radiant / camwindow.cpp
index 09edb418d486ddcbf97e2f87bb6396c891702102..a3ead2fdcdbb589d3a50ec6867a87edbff2f8030 100644 (file)
-/*\r
-Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
-For a list of contributors, see the accompanying CONTRIBUTORS file.\r
-\r
-This file is part of GtkRadiant.\r
-\r
-GtkRadiant is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-GtkRadiant is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License\r
-along with GtkRadiant; if not, write to the Free Software\r
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA\r
-*/\r
-\r
-//\r
-// Camera Window\r
-//\r
-// Leonardo Zide (leo@lokigames.com)\r
-//\r
-\r
-#include "stdafx.h"\r
-#include <gtk/gtk.h>\r
-#include <GL/gl.h>\r
-\r
-extern void DrawPathLines();\r
-extern void Select_ShiftTexture(int x, int y);\r
-extern void Select_RotateTexture(int amt);\r
-extern void DrawAlternatePoint(vec3_t v, float scale);\r
-//extern void Select_ScaleTexture(int x, int y);\r
-\r
-extern int g_nPatchClickedView;\r
-\r
-brush_t* g_pSplitList = NULL;\r
-\r
-// =============================================================================\r
-// CamWnd class\r
-\r
-CamWnd::CamWnd ()\r
-  : GLWindow (TRUE), m_XORRectangle(m_pWidget)\r
-{\r
-  m_nNumTransBrushes = 0;\r
-  memset(&m_Camera, 0, sizeof(camera_t));\r
-  m_pSide_select = NULL;\r
-  m_bClipMode = false;\r
-  m_bFreeMove = false;\r
-  Cam_Init();\r
-}\r
-\r
-CamWnd::~CamWnd ()\r
-{\r
-}\r
-\r
-void CamWnd::OnCreate ()\r
-{\r
-  if (!MakeCurrent ())\r
-    Error ("glMakeCurrent failed");\r
-\r
-  gtk_glwidget_create_font (m_pWidget);\r
-\r
-  // report OpenGL information\r
-  Sys_Printf ("GL_VENDOR: %s\n", qglGetString (GL_VENDOR));\r
-  Sys_Printf ("GL_RENDERER: %s\n", qglGetString (GL_RENDERER));\r
-  Sys_Printf ("GL_VERSION: %s\n", qglGetString (GL_VERSION));\r
-  Sys_Printf ("GL_EXTENSIONS: %s\n", qglGetString (GL_EXTENSIONS));\r
-\r
-  // Set off texture compression supported\r
-  g_qeglobals.bTextureCompressionSupported = 0;\r
-\r
-  // finalize OpenGL init\r
-  // NOTE\r
-  // why is this here? well .. the Gtk objects get constructed when you enter gtk_main\r
-  // and I wanted to have the extensions information in the editor startup console (avoid looking that up in the early console)\r
-  // RIANT\r
-  // I Split this up so as to add support for extension and user-friendly\r
-  // compression format selection.\r
-  // ADD new globals for your new format so as to minimise\r
-  // calls to Sys_QGL_ExtensionSupported \r
-  // NOTE TTimo: I don't really like this approach with globals. Frequent calls to Sys_QGL_ExtensionSupported don't sound like\r
-  //   a problem to me. If there is some caching to be done, then I think it should be inside Sys_QGL_ExtensionSupported\r
-  ///////////////////////////////////////////\r
-  // Check for default OpenGL \r
-  if (Sys_QGL_ExtensionSupported ("GL_ARB_texture_compression"))\r
-  {\r
-    g_qeglobals.bTextureCompressionSupported = 1;\r
-    g_qeglobals.m_bOpenGLCompressionSupported = 1;\r
-  }\r
-\r
-  // INSERT PROPRIETARY EXTENSIONS HERE\r
-  // Check for S3 extensions\r
-  // create a bool global for extension supported\r
-  if (Sys_QGL_ExtensionSupported ("GL_EXT_texture_compression_s3tc"))\r
-  {\r
-    g_qeglobals.bTextureCompressionSupported = 1;\r
-    g_qeglobals.m_bS3CompressionSupported = 1;\r
-  }\r
-  \r
-  g_qeglobals.m_bOpenGLReady = true;\r
-  \r
-  g_PrefsDlg.UpdateTextureCompression();\r
-\r
-#ifdef ATIHACK_812\r
-  g_PrefsDlg.UpdateATIHack();\r
-#endif\r
-\r
-  g_qeglobals_gui.d_camera = m_pWidget;\r
-}\r
-\r
-void CamWnd::Cam_Init ()\r
-{\r
-  m_Camera.timing = false;\r
-  m_Camera.origin[0] = 0.f;\r
-  m_Camera.origin[1] = 20.f;\r
-  m_Camera.origin[2] = 46.f;\r
-  m_Camera.color[0] = 0.3f;\r
-  m_Camera.color[1] = 0.3f;\r
-  m_Camera.color[2] = 0.3f;\r
-  m_nCambuttonstate = 0;\r
-}\r
-\r
-void CamWnd::OnSize(int cx, int cy) \r
-{\r
-  m_Camera.width = cx;\r
-  m_Camera.height = cy;\r
-  gtk_widget_queue_draw(m_pWidget);\r
-}\r
-\r
-rectangle_t rectangle_from_area_cam()\r
-{\r
-  const float left = MIN(g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaBR[0]);\r
-  const float top = MAX(g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[1]);\r
-  const float right = MAX(g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaBR[0]);\r
-  const float bottom = MIN(g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[1]);\r
-  return rectangle_t(left, bottom, right - left, top - bottom);\r
-}\r
-\r
-void update_xor_rectangle(XORRectangle& xor_rectangle)\r
-{\r
-  rectangle_t rectangle;\r
-       if ((g_qeglobals.d_select_mode == sel_area))\r
-    rectangle = rectangle_from_area_cam();\r
-  xor_rectangle.set(rectangle);\r
-}\r
-\r
-void CamWnd::OnMouseMove(guint32 flags, int pointx, int pointy) \r
-{\r
-  int height = m_pWidget->allocation.height;\r
-  // NOTE RR2DO2 this hasn't got any use anymore really. It is an old qeradiant feature\r
-  // that can be re-enabled by removing the checks for HasCapture and not shift/ctrl down\r
-  // but the scaling/rotating (unless done with the steps set in the surface inspector\r
-  // dialog) is way too sensitive to be of any use\r
-  if (HasCapture () && Sys_AltDown () &&\r
-      !((flags & MK_SHIFT) || (flags & MK_CONTROL)))\r
-  {\r
-    if (flags & MK_CONTROL)\r
-      Select_RotateTexture(pointy - m_ptLastCursorY);\r
-    else\r
-    if (flags & MK_SHIFT)\r
-      Select_ScaleTexture(pointx - m_ptLastCursorX, m_ptLastCursorY - pointy);\r
-    else\r
-      Select_ShiftTexture(pointx - m_ptLastCursorX, m_ptLastCursorY - pointy);\r
-  }\r
-  else\r
-  {\r
-    Cam_MouseMoved(pointx, height - 1 - pointy, flags);\r
-  }\r
-  m_ptLastCursorX = pointx;\r
-  m_ptLastCursorY = pointy;\r
-\r
-  update_xor_rectangle(m_XORRectangle);\r
-}\r
-\r
-void CamWnd::OnMouseWheel(bool bUp)\r
-{\r
-  if (bUp)\r
-    VectorMA (m_Camera.origin, g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);\r
-  else\r
-    VectorMA (m_Camera.origin, -g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);\r
-\r
-  int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);\r
-  Sys_UpdateWindows (nUpdate);\r
-  g_pParentWnd->OnTimer ();\r
-}\r
-\r
-void CamWnd::OnLButtonDown(guint32 nFlags, int pointx, int pointy) \r
-{\r
-  m_ptLastCursorX = pointx;\r
-  m_ptLastCursorY = pointy;\r
-  OriginalMouseDown(nFlags, pointx, pointy);\r
-}\r
-\r
-void CamWnd::OnLButtonUp(guint32 nFlags, int pointx, int pointy) \r
-{\r
-  OriginalMouseUp(nFlags, pointx, pointy);\r
-}\r
-\r
-void CamWnd::OnMButtonDown(guint32 nFlags, int pointx, int pointy) \r
-{\r
-  OriginalMouseDown(nFlags, pointx, pointy);\r
-}\r
-\r
-void CamWnd::OnMButtonUp(guint32 nFlags, int pointx, int pointy) \r
-{\r
-  OriginalMouseUp(nFlags, pointx, pointy);\r
-}\r
-\r
-void CamWnd::OnRButtonDown(guint32 nFlags, int pointx, int pointy) \r
-{\r
-  OriginalMouseDown(nFlags, pointx, pointy);\r
-}\r
-\r
-void CamWnd::OnRButtonUp(guint32 nFlags, int pointx, int pointy) \r
-{\r
-  OriginalMouseUp(nFlags, pointx, pointy);\r
-}\r
-\r
-void CamWnd::OriginalMouseUp(guint32 nFlags, int pointx, int pointy)\r
-{\r
-  int height = m_pWidget->allocation.height;\r
-\r
-  if(g_qeglobals.d_select_mode == sel_facets_on || g_qeglobals.d_select_mode == sel_facets_off)\r
-  {\r
-    g_qeglobals.d_select_mode = sel_brush;\r
-  }\r
-\r
-  Cam_MouseUp(pointx, height - 1 - pointy, nFlags);\r
-  ReleaseCapture ();\r
-\r
-  update_xor_rectangle(m_XORRectangle);\r
-}\r
-\r
-void CamWnd::OriginalMouseDown(guint32 nFlags, int pointx, int pointy)\r
-{\r
-  int height = m_pWidget->allocation.height;\r
-\r
-  SetFocus();\r
-  SetCapture();\r
-  Cam_MouseDown (pointx, height - 1 - pointy, nFlags);\r
-\r
-  update_xor_rectangle(m_XORRectangle);\r
-}\r
-\r
-void CamWnd::Cam_BuildMatrix()\r
-{\r
-  float        ya;\r
-  float        matrix[4][4];\r
-  int          i;\r
-\r
-  if (!m_bFreeMove)\r
-  {\r
-    ya = m_Camera.angles[1]/180*Q_PI;\r
-\r
-    // the movement matrix is kept 2d\r
-    m_Camera.forward[0] = cos(ya);\r
-    m_Camera.forward[1] = sin(ya);\r
-    m_Camera.forward[2] = 0;\r
-    m_Camera.right[0] = m_Camera.forward[1];\r
-    m_Camera.right[1] = -m_Camera.forward[0];\r
-  }\r
-  else\r
-  {\r
-    AngleVectors( m_Camera.angles, m_Camera.forward, m_Camera.right, NULL );\r
-    m_Camera.forward[2] = -m_Camera.forward[2];\r
-  }\r
-\r
-  memcpy(matrix, m_Camera.projection, sizeof(m4x4_t));\r
-  m4x4_multiply_by_m4x4(&matrix[0][0], &m_Camera.modelview[0][0]);\r
-\r
-  //qglGetFloatv (GL_PROJECTION_MATRIX, &matrix[0][0]);\r
-\r
-  for (i=0 ; i<3 ; i++)\r
-  {\r
-    m_Camera.vright[i] = matrix[i][0];\r
-    m_Camera.vup[i] = matrix[i][1];\r
-    m_Camera.vpn[i] = matrix[i][2];\r
-  }\r
-\r
-  VectorNormalize (m_Camera.vright, m_Camera.vright);\r
-  VectorNormalize (m_Camera.vup, m_Camera.vup);\r
-  VectorNormalize (m_Camera.vpn, m_Camera.vpn);\r
-}\r
-\r
-void CamWnd::Cam_ChangeFloor (qboolean up)\r
-{\r
-  brush_t      *b;\r
-  float        d, bestd, current;\r
-  vec3_t       start, dir;\r
-\r
-  start[0] = m_Camera.origin[0];\r
-  start[1] = m_Camera.origin[1];\r
-  start[2] = g_MaxWorldCoord;\r
-  dir[0] = dir[1] = 0;\r
-  dir[2] = -1;\r
-\r
-  current = g_MaxWorldCoord - (m_Camera.origin[2] - 48);\r
-  if (up)\r
-    bestd = 0;\r
-  else\r
-    bestd = 2*g_MaxWorldCoord;\r
-\r
-  for (b=active_brushes.next ; b != &active_brushes ; b=b->next)\r
-  {\r
-    if (!Brush_Ray (start, dir, b, &d))\r
-      continue;\r
-    if (up && d < current && d > bestd)\r
-      bestd = d;\r
-    if (!up && d > current && d < bestd)\r
-      bestd = d;\r
-  }\r
-\r
-  if (bestd == 0 || bestd == 2*g_MaxWorldCoord)\r
-    return;\r
-\r
-  m_Camera.origin[2] += current - bestd;\r
-  Sys_UpdateWindows (W_CAMERA|W_Z_OVERLAY);\r
-}\r
-\r
-void CamWnd::Cam_PositionDrag()\r
-{\r
-  int x, y;\r
-\r
-  Sys_GetCursorPos (&x, &y);\r
-  if (x != m_ptCursorX || y != m_ptCursorY)\r
-  {\r
-    x -= m_ptCursorX;\r
-    VectorMA (m_Camera.origin, x, m_Camera.vright, m_Camera.origin);\r
-    y -= m_ptCursorY;\r
-    m_Camera.origin[2] -= y;\r
-    Sys_SetCursorPos(m_ptCursorX, m_ptCursorY);\r
-    Sys_UpdateWindows (W_CAMERA | W_XY_OVERLAY);\r
-  }\r
-}\r
-\r
-void CamWnd::Cam_MouseControl (float dtime)\r
-{\r
-  Cam_KeyControl (dtime);\r
-\r
-  if( g_PrefsDlg.m_bCamFreeLook )\r
-  {\r
-    int dx, dy;\r
-    gint x, y;\r
-\r
-    if( !m_bFreeMove || m_nCambuttonstate == MK_CONTROL )\r
-      return;\r
-\r
-    // Update angles\r
-    Sys_GetCursorPos(&m_ptCursorX, &m_ptCursorY);\r
-\r
-    dx = m_ptLastCamCursorX - m_ptCursorX;\r
-    dy = m_ptLastCamCursorY - m_ptCursorY;\r
-\r
-    gdk_window_get_origin( m_pWidget->window, &x, &y);\r
-\r
-    m_ptLastCamCursorX = x + (m_Camera.width / 2);\r
-    m_ptLastCamCursorY = y + (m_Camera.height / 2);\r
-\r
-    Sys_SetCursorPos(m_ptLastCamCursorX, m_ptLastCamCursorY);\r
-\r
-    // Don't use pitch \r
-    if(!g_PrefsDlg.m_bCamFreeLookStrafe) {\r
-      if (g_PrefsDlg.m_bCamInverseMouse)\r
-            m_Camera.angles[PITCH] -= dy * dtime * g_PrefsDlg.m_nAngleSpeed;\r
-      else\r
-            m_Camera.angles[PITCH] += dy * dtime * g_PrefsDlg.m_nAngleSpeed;\r
-    } else {\r
-      VectorMA (m_Camera.origin, dy * (float) (g_PrefsDlg.m_nMoveSpeed / 6.0f), m_Camera.forward, m_Camera.origin);\r
-    }\r
-\r
-    m_Camera.angles[YAW] += dx * dtime * g_PrefsDlg.m_nAngleSpeed;\r
-\r
-    if (m_Camera.angles[PITCH] > 90)\r
-      m_Camera.angles[PITCH] = 90;\r
-    else if (m_Camera.angles[PITCH] < -90)\r
-      m_Camera.angles[PITCH] = -90;\r
-\r
-    if (m_Camera.angles[YAW] >= 360)\r
-      m_Camera.angles[YAW] = 0;\r
-    else if (m_Camera.angles[YAW] <= -360)\r
-      m_Camera.angles[YAW] = 0;\r
-\r
-    if( dx || dy || m_Camera.movementflags )\r
-    {\r
-      int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);\r
-      Sys_UpdateWindows (nUpdate);\r
-      g_pParentWnd->OnTimer ();\r
-    }\r
-  }\r
-  else\r
-  {\r
-    int   xl, xh;\r
-    int        yl, yh;\r
-    float      xf, yf;\r
-\r
-    if (g_PrefsDlg.m_nMouseButtons == 2)\r
-    {\r
-      if (m_nCambuttonstate != (MK_RBUTTON | MK_SHIFT))\r
-        return;\r
-    }\r
-    else\r
-    {\r
-      if (m_nCambuttonstate != MK_RBUTTON)\r
-        return;\r
-    }\r
-\r
-    xf = (float)(m_ptButtonX - m_Camera.width/2) / (m_Camera.width/2);\r
-    yf = (float)(m_ptButtonY - m_Camera.height/2) / (m_Camera.height/2);\r
-\r
-    xl = m_Camera.width/3;\r
-    xh = xl*2;\r
-    yl = m_Camera.height/3;\r
-    yh = yl*2;\r
-  \r
-    xf *= 1.0 - fabs(yf);\r
-    if (xf < 0)\r
-    {\r
-      xf += 0.1f;\r
-      if (xf > 0)\r
-        xf = 0;\r
-    }\r
-    else\r
-    {\r
-      xf -= 0.1f;\r
-      if (xf < 0)\r
-        xf = 0;\r
-    }\r
-  \r
-    VectorMA (m_Camera.origin, yf*dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);\r
-    m_Camera.angles[YAW] += xf*-dtime*g_PrefsDlg.m_nAngleSpeed;\r
-  \r
-    int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);\r
-    Sys_UpdateWindows (nUpdate);\r
-    g_pParentWnd->OnTimer ();\r
-  }\r
-}\r
-\r
-void CamWnd::Cam_KeyControl (float dtime) {\r
-\r
-  // Update angles\r
-  if (m_Camera.movementflags & MOVE_ROTLEFT)\r
-    m_Camera.angles[YAW] += 15*dtime*g_PrefsDlg.m_nAngleSpeed;\r
-  if (m_Camera.movementflags & MOVE_ROTRIGHT)\r
-    m_Camera.angles[YAW] -= 15*dtime*g_PrefsDlg.m_nAngleSpeed;\r
-\r
-  // Update position\r
-  if (m_Camera.movementflags & MOVE_FORWARD)\r
-    VectorMA (m_Camera.origin, dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);\r
-  if (m_Camera.movementflags & MOVE_BACK)\r
-    VectorMA (m_Camera.origin, -dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.forward, m_Camera.origin);\r
-  if (m_Camera.movementflags & MOVE_STRAFELEFT)\r
-    VectorMA (m_Camera.origin, -dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.right, m_Camera.origin);\r
-  if (m_Camera.movementflags & MOVE_STRAFERIGHT)\r
-    VectorMA (m_Camera.origin, dtime*g_PrefsDlg.m_nMoveSpeed, m_Camera.right, m_Camera.origin);\r
-\r
-  // Save a screen update (when m_bFreeMove is enabled, mousecontrol does the update)\r
-  if( !m_bFreeMove && m_Camera.movementflags )\r
-  {\r
-     int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);\r
-     Sys_UpdateWindows (nUpdate);\r
-     g_pParentWnd->OnTimer ();\r
-  }\r
-}\r
-\r
-// NOTE TTimo if there's an OS-level focus out of the application\r
-//   then we can release the camera cursor grab\r
-static gint camwindow_focusout(GtkWidget* widget, GdkEventKey* event, gpointer data)\r
-{\r
-  g_pParentWnd->GetCamWnd ()->ToggleFreeMove();\r
-  return FALSE;\r
-}\r
-\r
-void CamWnd::ToggleFreeMove()\r
-{\r
-  GdkWindow *window;\r
-  GtkWidget *widget;\r
-\r
-  m_bFreeMove = !m_bFreeMove;\r
-  Camera()->movementflags = 0;\r
-  m_ptLastCamCursorX = m_ptCursorX;\r
-  m_ptLastCamCursorY = m_ptCursorY;\r
-\r
-  if (g_pParentWnd->CurrentStyle() == MainFrame::eFloating)\r
-  {\r
-    widget = g_pParentWnd->GetCamWnd ()->m_pParent;\r
-    window = widget->window;\r
-  }\r
-  else\r
-  {\r
-    widget = g_pParentWnd->m_pWidget;\r
-    window = widget->window;\r
-  }\r
-  \r
-  if (m_bFreeMove)\r
-  {\r
-\r
-    SetFocus();\r
-    SetCapture();\r
-\r
-    {\r
-      GdkPixmap *pixmap;\r
-      GdkBitmap *mask;\r
-      char buffer [(32 * 32)/8];\r
-      memset (buffer, 0, (32 * 32)/8);\r
-      GdkColor white = {0, 0xffff, 0xffff, 0xffff};\r
-      GdkColor black = {0, 0x0000, 0x0000, 0x0000};\r
-      pixmap = gdk_bitmap_create_from_data (NULL, buffer, 32, 32);\r
-      mask   = gdk_bitmap_create_from_data (NULL, buffer, 32, 32);\r
-      GdkCursor *cursor = gdk_cursor_new_from_pixmap (pixmap, mask, &white, &black, 1, 1);\r
-  \r
-      gdk_window_set_cursor (window, cursor);\r
-      gdk_cursor_unref (cursor);\r
-      gdk_drawable_unref (pixmap);\r
-      gdk_drawable_unref (mask);\r
-    }\r
-\r
-    // RR2DO2: FIXME why does this only work the 2nd and\r
-    // further times the event is called? (floating windows\r
-    // mode seems to work fine though...)\r
-    m_FocusOutHandler_id = gtk_signal_connect (GTK_OBJECT (widget), "focus_out_event",\r
-                      GTK_SIGNAL_FUNC (camwindow_focusout), g_pParentWnd);\r
-    \r
-    {\r
-      GdkEventMask mask = (GdkEventMask)(GDK_POINTER_MOTION_MASK\r
-      | GDK_POINTER_MOTION_HINT_MASK\r
-      | GDK_BUTTON_MOTION_MASK\r
-      | GDK_BUTTON1_MOTION_MASK\r
-      | GDK_BUTTON2_MOTION_MASK\r
-      | GDK_BUTTON3_MOTION_MASK\r
-      | GDK_BUTTON_PRESS_MASK\r
-      | GDK_BUTTON_RELEASE_MASK);\r
-  \r
-      gdk_pointer_grab(widget->window, TRUE, mask, widget->window, NULL, GDK_CURRENT_TIME);\r
-    }\r
-  }\r
-  else\r
-  {\r
-    gdk_pointer_ungrab(GDK_CURRENT_TIME);\r
-\r
-    gtk_signal_disconnect (GTK_OBJECT (widget), m_FocusOutHandler_id);\r
-\r
-    GdkCursor *cursor = gdk_cursor_new (GDK_LEFT_PTR);\r
-    gdk_window_set_cursor (window, cursor);\r
-    gdk_cursor_unref (cursor);\r
-\r
-    ReleaseCapture();\r
-  }\r
-\r
-  int nUpdate = (g_PrefsDlg.m_bCamXYUpdate) ? (W_CAMERA | W_XY) : (W_CAMERA);\r
-  Sys_UpdateWindows (nUpdate);\r
-  g_pParentWnd->OnTimer ();\r
-}\r
-\r
-void CamWnd::Cam_MouseDown(int x, int y, int buttons)\r
-{\r
-  vec3_t  dir;\r
-  float          f, r, u;\r
-  int     i;\r
-\r
-\r
-  //\r
-  // calc ray direction\r
-  //\r
-  u = (float)( y - ( m_Camera.height * .5f ) ) / ( m_Camera.width * .5f );\r
-  r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );\r
-  f = 1;\r
-\r
-  for (i=0 ; i<3 ; i++)\r
-    dir[i] = m_Camera.vpn[i] * f + m_Camera.vright[i] * r + m_Camera.vup[i] * u;\r
-  VectorNormalize (dir, dir);\r
-\r
-  Sys_GetCursorPos(&m_ptCursorX, &m_ptCursorY);\r
-\r
-  m_nCambuttonstate = buttons;\r
-  m_ptButtonX = x;\r
-  m_ptButtonY = y;\r
-\r
-  // LBUTTON = manipulate selection\r
-  // shift-LBUTTON = select\r
-  // middle button = grab texture\r
-  // ctrl-middle button = set entire brush to texture\r
-  // ctrl-shift-middle button = set single face to texture\r
-  int nMouseButton = g_PrefsDlg.m_nMouseButtons == 2 ? MK_RBUTTON : MK_MBUTTON;\r
-  if ((buttons == MK_LBUTTON)\r
-      || (buttons == (MK_LBUTTON | MK_SHIFT))\r
-      || (buttons == (MK_LBUTTON | MK_CONTROL))\r
-      || (buttons == (MK_LBUTTON | MK_CONTROL | MK_SHIFT))\r
-      || (buttons == nMouseButton)\r
-      || (buttons == (nMouseButton|MK_SHIFT))\r
-      || (buttons == (nMouseButton|MK_CONTROL))\r
-      || (buttons == (nMouseButton|MK_SHIFT|MK_CONTROL)))\r
-  {\r
-    if (g_PrefsDlg.m_nMouseButtons == 2 && (buttons == (MK_RBUTTON | MK_SHIFT)))\r
-    {\r
-      if (g_PrefsDlg.m_bCamFreeLook)\r
-        ToggleFreeMove();\r
-      else\r
-        Cam_MouseControl (0.1f);\r
-    }\r
-    else\r
-    {\r
-      // something global needs to track which window is responsible for stuff\r
-      Patch_SetView(W_CAMERA);\r
-      Drag_Begin (x, y, buttons, m_Camera.vright, m_Camera.vup,        m_Camera.origin, dir, true);\r
-    }\r
-    return;\r
-  }\r
-\r
-  if (buttons == MK_RBUTTON)\r
-  {\r
-    if (g_PrefsDlg.m_bCamFreeLook)\r
-      ToggleFreeMove();\r
-    else\r
-      Cam_MouseControl (0.1f);\r
-    return;\r
-  }\r
-}\r
-\r
-void CamWnd::Cam_MouseUp (int x, int y, int buttons)\r
-{\r
-  m_nCambuttonstate = 0;\r
-  Drag_MouseUp (buttons);\r
-}\r
-\r
-void CamWnd::Cam_MouseMoved (int x, int y, int buttons)\r
-{\r
-  m_nCambuttonstate = buttons;\r
-  if (!buttons)\r
-    return;\r
-\r
-  if( g_PrefsDlg.m_nCamDragMultiSelect )\r
-  {\r
-    if (g_qeglobals.d_select_mode == sel_brush_on  || g_qeglobals.d_select_mode == sel_brush_off)\r
-    {\r
-      bool bDoDragMultiSelect = FALSE;\r
-\r
-      if( g_PrefsDlg.m_nCamDragMultiSelect == 1 && buttons == (MK_LBUTTON|MK_SHIFT) )\r
-        bDoDragMultiSelect = TRUE;\r
-      else if( g_PrefsDlg.m_nCamDragMultiSelect == 2 && buttons == (MK_LBUTTON|MK_CONTROL) && Sys_AltDown() )\r
-        bDoDragMultiSelect = TRUE;\r
-\r
-      if( bDoDragMultiSelect )\r
-      {\r
-        vec3_t  dir;\r
-        float   f, r, u;\r
-        int     i;\r
-\r
-        //\r
-        // calc ray direction\r
-        //\r
-        u = (float)( y - ( m_Camera.height * .5f ) ) / ( m_Camera.width * .5f );\r
-        r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );\r
-        f = 1;\r
-\r
-        for (i=0 ; i<3 ; i++)\r
-          dir[i] = m_Camera.vpn[i] * f + m_Camera.vright[i] * r + m_Camera.vup[i] * u;\r
-        VectorNormalize (dir,dir);\r
-\r
-        switch( g_qeglobals.d_select_mode )\r
-        {\r
-        case sel_brush_on:\r
-          Select_Ray( m_Camera.origin, dir, (SF_DRAG_ON|SF_CAMERA) );\r
-          break;\r
-        \r
-        case sel_brush_off:\r
-          Select_Ray( m_Camera.origin, dir, (SF_DRAG_OFF|SF_CAMERA) );\r
-          break;\r
-\r
-        default:\r
-          break;\r
-        }\r
-        return;\r
-      }\r
-    }\r
-    else if (g_qeglobals.d_select_mode == sel_facets_on || g_qeglobals.d_select_mode == sel_facets_off)\r
-    {\r
-      if( buttons == (MK_LBUTTON|MK_CONTROL|MK_SHIFT) )\r
-      {\r
-        vec3_t dir;\r
-        float          f, r, u;\r
-        int                    i;\r
-\r
-        //\r
-        // calc ray direction\r
-        //\r
-        u = (float)( y - ( m_Camera.height * .5f ) ) / ( m_Camera.width * .5f );\r
-        r = (float)( x - ( m_Camera.width * .5f ) ) / ( m_Camera.width * .5f );\r
-        f = 1;\r
-\r
-        for (i=0 ; i<3 ; i++)\r
-          dir[i] = m_Camera.vpn[i] * f + m_Camera.vright[i] * r + m_Camera.vup[i] * u;\r
-        VectorNormalize (dir,dir);\r
-\r
-        switch( g_qeglobals.d_select_mode )\r
-        {\r
-        case sel_facets_on:\r
-          Select_Ray( m_Camera.origin, dir, (SF_SINGLEFACE|SF_DRAG_ON|SF_CAMERA) );\r
-          break;\r
-\r
-        case sel_facets_off:\r
-          Select_Ray( m_Camera.origin, dir, (SF_SINGLEFACE|SF_DRAG_OFF|SF_CAMERA) );\r
-          break;\r
-\r
-        default:\r
-          break;\r
-        }\r
-        return;\r
-      }\r
-    }\r
-  }\r
-\r
-  m_ptButtonX = x;\r
-  m_ptButtonY = y;\r
-\r
-  if ( (m_bFreeMove && (buttons & MK_CONTROL) && !(buttons & MK_SHIFT)) || (!m_bFreeMove && (buttons == (MK_RBUTTON|MK_CONTROL))) )\r
-  {\r
-    Cam_PositionDrag ();\r
-    Sys_UpdateWindows (W_XY|W_CAMERA|W_Z);\r
-    return;\r
-  }\r
-\r
-  Sys_GetCursorPos(&m_ptCursorX, &m_ptCursorY);\r
-\r
-  if (buttons & (MK_LBUTTON | MK_MBUTTON) )\r
-  {\r
-    Drag_MouseMoved (x, y, buttons);\r
-    if(g_qeglobals.d_select_mode != sel_area)\r
-      Sys_UpdateWindows (W_XY|W_CAMERA|W_Z);\r
-  }\r
-}\r
-\r
-void CamWnd::InitCull()\r
-{\r
-  int i;\r
-\r
-  VectorSubtract (m_Camera.vpn, m_Camera.vright, m_vCull1);\r
-  VectorAdd (m_Camera.vpn, m_Camera.vright, m_vCull2);\r
-\r
-  for (i=0 ; i<3 ; i++)\r
-  {\r
-    if (m_vCull1[i] > 0)\r
-      m_nCullv1[i] = 3+i;\r
-    else\r
-      m_nCullv1[i] = i;\r
-    if (m_vCull2[i] > 0)\r
-      m_nCullv2[i] = 3+i;\r
-    else\r
-      m_nCullv2[i] = i;\r
-  }\r
-}\r
-\r
-qboolean CamWnd::CullBrush (brush_t *b)\r
-{\r
-  int   i;\r
-  vec3_t point;\r
-  float         d;\r
-\r
-  if (g_PrefsDlg.m_bCubicClipping)\r
-  {\r
-    float fLevel = g_PrefsDlg.m_nCubicScale * 64;\r
-\r
-    point[0] = m_Camera.origin[0] - fLevel;\r
-    point[1] = m_Camera.origin[1] - fLevel;\r
-    point[2] = m_Camera.origin[2] - fLevel;\r
-\r
-    for (i=0; i<3; i++)\r
-      if (b->mins[i] < point[i] && b->maxs[i] < point[i])\r
-       return true;\r
-\r
-    point[0] = m_Camera.origin[0] + fLevel;\r
-    point[1] = m_Camera.origin[1] + fLevel;\r
-    point[2] = m_Camera.origin[2] + fLevel;\r
-\r
-    for (i=0; i<3; i++)\r
-      if (b->mins[i] > point[i] && b->maxs[i] > point[i])\r
-       return true;\r
-  }\r
-\r
-  for (i=0 ; i<3 ; i++)\r
-    point[i] = b->mins[m_nCullv1[i]] - m_Camera.origin[i];\r
-\r
-  d = DotProduct (point, m_vCull1);\r
-  if (d < -1)\r
-    return true;\r
-\r
-  for (i=0 ; i<3 ; i++)\r
-    point[i] = b->mins[m_nCullv2[i]] - m_Camera.origin[i];\r
-\r
-  d = DotProduct (point, m_vCull2);\r
-  if (d < -1)\r
-    return true;\r
-\r
-  return false;\r
-}\r
-\r
-// project a 3D point onto the camera space\r
-// we use the GL viewing matrixes\r
-// this is the implementation of a glu function (I realized that afterwards): gluProject\r
-void CamWnd::ProjectCamera(const vec3_t A, vec_t B[2])\r
-{\r
-\r
-  vec_t P1[4],P2[4],P3[4];\r
-  VectorCopy(A,P1); P1[3] = 1;\r
-\r
-  GLMatMul(m_Camera.modelview , P1, P2);\r
-  GLMatMul(m_Camera.projection, P2, P3);\r
-\r
-  // we ASSUME that the view port is 0 0 m_Camera.width m_Camera.height (you can check in Cam_Draw)\r
-  B[0] = (float)m_Camera.width  * ( P3[0] + 1.0 ) / 2.0;\r
-  B[1] = (float)m_Camera.height * ( P3[1] + 1.0 ) / 2.0;\r
-\r
-}\r
-\r
-// vec defines a direction in geometric space and P an origin point\r
-// the user is interacting from the camera view\r
-// (for example with texture adjustment shortcuts)\r
-// and intuitively if he hits left / right / up / down \r
-//   what happens in geometric space should match the left/right/up/down move in camera space\r
-// axis = 0: vec is along left/right\r
-// axis = 1: vec is along up/down\r
-// sgn = +1: same directions\r
-// sgn = -1: opposite directions\r
-// Implementation:\r
-//   typical use case is giving a face center and a normalized vector\r
-//   1) compute start and endpoint, project them in camera view, get the direction\r
-//     depending on the situation, we might bump into precision issues with that\r
-//   2) possible to compute the projected direction independently?\r
-//     this solution would be better but right now I don't see how to do it..\r
-void CamWnd::MatchViewAxes(const vec3_t P, const vec3_t vec, int &axis, float &sgn)\r
-{\r
-\r
-  vec_t A[2],B[2],V[2];\r
-  ProjectCamera(P,A);\r
-  vec3_t Q;\r
-  VectorAdd(P,vec,Q);\r
-  ProjectCamera(Q,B);\r
-  // V is the vector projected in camera space\r
-  V[0] = B[0] - A[0];\r
-  V[1] = B[1] - A[1];\r
-  if (fabs(V[0])>fabs(V[1]))\r
-  {\r
-    // best match is against right\r
-    axis = 0;\r
-    if (V[0]>0)\r
-      sgn = +1;\r
-    else\r
-      sgn = -1;\r
-  }\r
-  else\r
-  {\r
-    // best match is against up\r
-    axis = 1;\r
-    if (V[1]>0)\r
-      sgn = +1;\r
-    else\r
-      sgn = -1;\r
-  }\r
-}\r
-\r
-#if 0\r
-void CamWnd::DrawLightRadius(brush_t* pBrush)\r
-{\r
-  // if lighting\r
-  int nRadius = Brush_LightRadius(pBrush);\r
-  if (nRadius > 0)\r
-  {\r
-    Brush_SetLightColor(pBrush);\r
-         qglEnable (GL_BLEND);\r
-         qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);\r
-         qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
-         qglDisable (GL_TEXTURE_2D);\r
-\r
-    qglEnable(GL_TEXTURE_2D);\r
-    qglDisable(GL_BLEND);\r
-    qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);\r
-  }\r
-}\r
-#endif\r
-\r
-extern void DrawPatchMesh(patchMesh_t *pm);\r
-extern void DrawPatchControls(patchMesh_t *pm);\r
-extern void Brush_DrawFacingAngle (brush_t *b, entity_t *e);\r
-extern void Brush_DrawModel(brush_t *b, bool bTextured = false);\r
-extern void DrawModelOrigin(brush_t *b);\r
-extern void DrawModelBBox(brush_t *b);\r
-\r
-void CamWnd::Cam_DrawBrush(brush_t *b, int mode)\r
-{\r
-  int nGLState = m_Camera.draw_glstate;\r
-  int nDrawMode = m_Camera.draw_mode;\r
-  int nModelMode = g_PrefsDlg.m_nEntityShowState;\r
-\r
-       GLfloat material[4], identity[4];\r
-       VectorSet(identity, 0.8f, 0.8f, 0.8f);\r
-       IShader *pShader;\r
-\r
-  // lights\r
-  if (b->owner->eclass->fixedsize && b->owner->eclass->nShowFlags & ECLASS_LIGHT && g_PrefsDlg.m_bNewLightDraw)\r
-  {\r
-               switch (mode)\r
-               {\r
-               case DRAW_SOLID:\r
-                 VectorCopy(b->owner->color, material);\r
-                       VectorScale(material, 0.8f, material);\r
-      material[3] = 1.0f;\r
-\r
-      qglColor4fv(material);\r
-                               \r
-      if (g_PrefsDlg.m_bNewLightDraw)\r
-        DrawLight(b->owner, nGLState, (IsBrushSelected(b)) ? g_PrefsDlg.m_nLightRadiuses : 0, 0);\r
-\r
-                       break;\r
-               }\r
-  }\r
-\r
-  // models\r
-  else if(b->owner->eclass->fixedsize && b->owner->model.pRender\r
-    && !(!IsBrushSelected(b) && (nModelMode & ENTITY_SELECTED_ONLY)))\r
-  {\r
-    switch (mode)\r
-               {\r
-               case DRAW_TEXTURED:\r
-                       if (!(nModelMode & ENTITY_WIREFRAME) && nModelMode != ENTITY_BOX)\r
-                       {\r
-                               VectorCopy(b->owner->eclass->color, material);\r
-                               material[3] = identity[3] = 1.0f;\r
-\r
-                               qglEnable(GL_CULL_FACE);\r
-\r
-                               if(!(nGLState & DRAW_GL_TEXTURE_2D)) qglColor4fv(material);\r
-        else qglColor4fv(identity);\r
-                               if(nGLState & DRAW_GL_LIGHTING) qglShadeModel(GL_SMOOTH);\r
-                               \r
-                               b->owner->model.pRender->Draw(nGLState, DRAW_RF_CAM);\r
-                       }\r
-                       break;\r
-               case DRAW_WIRE:\r
-      VectorCopy(b->owner->eclass->color, material);\r
-                 material[3] = 1.0f;\r
-                 qglColor4fv(material);\r
-\r
-                       // model view mode "wireframe" or "selected wire"\r
-                       if(nModelMode & ENTITY_WIREFRAME)\r
-                               b->owner->model.pRender->Draw(nGLState, DRAW_RF_CAM);\r
-\r
-                       // model view mode "skinned and boxed"\r
-      if(!(b->owner->eclass->nShowFlags & ECLASS_MISCMODEL) )\r
-      {\r
-                   qglColor4fv(material);\r
-        aabb_draw(b->owner->model.pRender->GetAABB(), DRAW_GL_WIRE);\r
-      }\r
-      else if(nModelMode & ENTITY_BOXED)\r
-      {\r
-                               aabb_draw(b->owner->model.pRender->GetAABB(), DRAW_GL_WIRE);\r
-      }\r
-/*\r
-      if(!(nModelMode & ENTITY_BOXED) && b->owner->eclass->nShowFlags & ECLASS_MISCMODEL)\r
-                         DrawModelOrigin(b);\r
-*/\r
-               }\r
-  }\r
-\r
-  // patches\r
-  else if (b->patchBrush)\r
-  {\r
-               bool bTrans = (b->pPatch->pShader->getTrans() < 1.0f);\r
-               switch(mode)\r
-               {\r
-               case DRAW_TEXTURED:\r
-                       if (!g_bPatchWireFrame && ((nGLState & DRAW_GL_BLEND && bTrans) || (!(nGLState & DRAW_GL_BLEND) && !bTrans)))\r
-                       {\r
-                               qglDisable(GL_CULL_FACE);\r
-\r
-                               pShader = b->pPatch->pShader;\r
-        VectorCopy(pShader->getTexture()->color, material);\r
-                               material[3] = identity[3] = pShader->getTrans();\r
-\r
-        if(nGLState & DRAW_GL_TEXTURE_2D) {\r
-          qglColor4fv(identity);\r
-                                       qglBindTexture(GL_TEXTURE_2D, pShader->getTexture()->texture_number);\r
-        }\r
-                               else\r
-                                       qglColor4fv(material);\r
-                               if(nGLState & DRAW_GL_LIGHTING) qglShadeModel(GL_SMOOTH);\r
-\r
-                               DrawPatchMesh(b->pPatch);\r
-                       }\r
-                       break;\r
-               case DRAW_WIRE:\r
-      if (g_bPatchWireFrame)\r
-      {\r
-        VectorCopy(b->pPatch->pShader->getTexture()->color, material);\r
-                               material[3] = 1.0;\r
-        qglColor4fv(material);\r
-        DrawPatchMesh(b->pPatch);\r
-      }\r
-      if ( b->pPatch->bSelected && (g_qeglobals.d_select_mode == sel_curvepoint\r
-        || g_qeglobals.d_select_mode == sel_area\r
-        || g_bPatchBendMode))\r
-        DrawPatchControls(b->pPatch);\r
-    }\r
-  }\r
-\r
-  // brushes\r
-  else if(b->owner->eclass->fixedsize)\r
-  {\r
-               switch(mode)\r
-               {\r
-    case DRAW_SOLID:\r
-                       VectorCopy(b->owner->eclass->color, material);\r
-                       VectorScale(material, 0.8f, material);\r
-      material[3] = 1.0f;\r
-      qglColor4fv(material);\r
-\r
-                       qglEnable(GL_CULL_FACE);\r
-                       qglShadeModel(GL_FLAT);\r
-      Brush_Draw(b);\r
-      break;\r
-    case DRAW_WIRE:\r
-                       if((g_qeglobals.d_savedinfo.include & INCLUDE_ANGLES)\r
-      && (b->owner->eclass->nShowFlags & ECLASS_ANGLE))\r
-                               Brush_DrawFacingAngle(b, b->owner);\r
-    }\r
-  } \r
-\r
-  // brushes\r
-  else\r
-  {\r
-               switch(mode)\r
-               {\r
-               case DRAW_TEXTURED:\r
-                       qglEnable(GL_CULL_FACE);\r
-                       qglShadeModel(GL_FLAT);\r
-      Brush_Draw(b);\r
-    }\r
-  } \r
-}\r
-\r
-void CamWnd::Cam_DrawBrushes(int mode)\r
-{\r
-  brush_t *b;\r
-  brush_t *pList = (g_bClipMode && g_pSplitList) ? g_pSplitList : &selected_brushes;\r
-  \r
-  for(b = active_brushes.next; b != &active_brushes; b=b->next)\r
-    if (!b->bFiltered && !b->bCamCulled) Cam_DrawBrush(b, mode);\r
-  for(b = pList->next; b != pList; b=b->next)\r
-    if (!b->bFiltered && !b->bCamCulled) Cam_DrawBrush(b, mode);\r
-}\r
-\r
-void CamWnd::Cam_DrawStuff()\r
-{\r
-       GLfloat identity[4];\r
-       VectorSet(identity, 0.8f, 0.8f, 0.8f);\r
-       brush_t *b;\r
-\r
-  for(b = active_brushes.next; b != &active_brushes; b=b->next)\r
-    b->bCamCulled = CullBrush(b);\r
-\r
-       for(b = selected_brushes.next; b != &selected_brushes; b=b->next)\r
-    b->bCamCulled = CullBrush(b);\r
-\r
-       switch (m_Camera.draw_mode)\r
-  {\r
-  case cd_wire:\r
-    qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);\r
-    qglDisable(GL_TEXTURE_2D);\r
-    qglDisable(GL_TEXTURE_1D);\r
-    qglDisable(GL_BLEND);\r
-    qglEnable(GL_DEPTH_TEST);\r
-               qglEnableClientState(GL_VERTEX_ARRAY);\r
-               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
-               qglShadeModel(GL_FLAT);\r
-               if(g_PrefsDlg.m_bGLLighting) {\r
-      qglDisable(GL_LIGHTING);\r
-                 qglDisable(GL_COLOR_MATERIAL);\r
-               qglDisableClientState(GL_NORMAL_ARRAY);\r
-    }\r
-               m_Camera.draw_glstate = DRAW_GL_WIRE;\r
-    break;\r
-\r
-  case cd_solid:\r
-    qglCullFace(GL_FRONT);\r
-    qglEnable(GL_CULL_FACE);\r
-    qglShadeModel (GL_FLAT);\r
-    qglPolygonMode (GL_FRONT, GL_LINE);\r
-    qglPolygonMode (GL_BACK, GL_FILL);\r
-    qglDisable(GL_TEXTURE_2D);\r
-    qglDisable(GL_BLEND);\r
-    qglEnable(GL_DEPTH_TEST);\r
-               qglEnableClientState(GL_VERTEX_ARRAY);\r
-               qglDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
-               qglPolygonOffset(-1.0, 2);\r
-               if(g_PrefsDlg.m_bGLLighting) {\r
-      qglEnable(GL_LIGHTING);\r
-                 qglEnable(GL_COLOR_MATERIAL);\r
-//    qglEnable(GL_RESCALE_NORMAL);\r
-                 qglEnableClientState(GL_NORMAL_ARRAY);\r
-    }\r
-               m_Camera.draw_glstate = DRAW_GL_SOLID;\r
-    break;\r
-\r
-  case cd_texture:\r
-    qglCullFace(GL_FRONT);\r
-    qglEnable(GL_CULL_FACE);\r
-    qglShadeModel (GL_FLAT);\r
-    qglPolygonMode (GL_FRONT, GL_LINE);\r
-    qglPolygonMode (GL_BACK, GL_FILL);\r
-    qglEnable(GL_TEXTURE_2D);\r
-    qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);\r
-    qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);\r
-    qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);\r
-    qglDisable(GL_BLEND);\r
-    qglEnable(GL_DEPTH_TEST);\r
-               qglEnableClientState(GL_VERTEX_ARRAY);\r
-               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);\r
-               if(g_PrefsDlg.m_bGLLighting) {\r
-      qglEnable(GL_LIGHTING);\r
-                 qglDisable(GL_COLOR_MATERIAL);\r
-                 qglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, identity);\r
-                 qglEnableClientState(GL_NORMAL_ARRAY);\r
-//    qglEnable(GL_RESCALE_NORMAL);\r
-    }\r
-               qglPolygonOffset(-1.0, 2);\r
-               m_Camera.draw_glstate = DRAW_GL_TEXTURED;\r
-    break;\r
-\r
-       default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");\r
-  }\r
-\r
-  Cam_DrawBrushes(DRAW_TEXTURED);\r
-\r
-       // setup for solid stuff\r
-       switch(m_Camera.draw_mode)\r
-       {\r
-               case cd_texture:\r
-                       qglDisable(GL_TEXTURE_2D);\r
-                       m_Camera.draw_glstate &= ~DRAW_GL_TEXTURE_2D;\r
-                 if(g_PrefsDlg.m_bGLLighting)\r
-                         qglEnable(GL_COLOR_MATERIAL);\r
-                       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
-                       break;\r
-               case cd_solid:\r
-                       break;\r
-               case cd_wire:\r
-                       break;\r
-               default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");\r
-       }\r
-\r
-       qglEnable(GL_CULL_FACE);\r
-       qglShadeModel(GL_FLAT);\r
-       Cam_DrawBrushes(DRAW_SOLID);\r
-\r
-       // setup for wireframe stuff\r
-       switch(m_Camera.draw_mode)\r
-       {\r
-               case cd_texture:\r
-      if(g_PrefsDlg.m_bGLLighting) {\r
-                         qglDisable(GL_LIGHTING);\r
-        qglDisable(GL_COLOR_MATERIAL);\r
-                         qglDisableClientState(GL_NORMAL_ARRAY);\r
-//      qglDisable(GL_RESCALE_NORMAL);\r
-      }\r
-                       qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);\r
-                       break;\r
-               case cd_solid:\r
-      if(g_PrefsDlg.m_bGLLighting) {\r
-        qglDisable(GL_LIGHTING);\r
-                         qglDisable(GL_COLOR_MATERIAL);\r
-                         qglDisableClientState(GL_NORMAL_ARRAY);\r
-//      qglDisable(GL_RESCALE_NORMAL);\r
-      }\r
-                       qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);\r
-                       break;\r
-               case cd_wire:\r
-                       break;\r
-               default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");\r
-       }\r
-       \r
-  qglDisable(GL_CULL_FACE);\r
-  Cam_DrawBrushes(DRAW_WIRE);\r
-\r
-       // setup for transparent texture stuff\r
-       switch(m_Camera.draw_mode)\r
-       {\r
-               case cd_texture:\r
-                       qglPolygonMode (GL_FRONT, GL_LINE);\r
-                       qglPolygonMode (GL_BACK, GL_FILL);\r
-      if(g_PrefsDlg.m_bGLLighting) {\r
-                         qglEnable(GL_COLOR_MATERIAL);\r
-                         qglEnableClientState(GL_NORMAL_ARRAY);\r
-                         qglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, identity);\r
-      }\r
-                       qglEnable(GL_TEXTURE_2D);\r
-                       qglEnableClientState(GL_TEXTURE_COORD_ARRAY);\r
-                       m_Camera.draw_glstate = DRAW_GL_TEXTURED;\r
-                       break;\r
-               case cd_solid:\r
-                       qglPolygonMode (GL_FRONT, GL_LINE);\r
-                       qglPolygonMode (GL_BACK, GL_FILL);\r
-      if(g_PrefsDlg.m_bGLLighting) {\r
-                         qglEnable(GL_LIGHTING);\r
-                         qglEnable(GL_COLOR_MATERIAL);\r
-                         qglEnableClientState(GL_NORMAL_ARRAY);\r
-//      qglEnable(GL_RESCALE_NORMAL);\r
-      }\r
-                       m_Camera.draw_glstate = DRAW_GL_SOLID;\r
-                       break;\r
-               case cd_wire:\r
-                       m_Camera.draw_glstate = DRAW_GL_WIRE;\r
-                       break;\r
-               default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");\r
-       }       \r
-\r
-\r
-       qglEnable(GL_BLEND);\r
-       m_Camera.draw_glstate |= DRAW_GL_BLEND;\r
-  qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
-  // FIXME: some .TGA are buggy, have a completely empty alpha channel\r
-  // if such brushes are rendered in this loop they would be totally transparent with GL_MODULATE\r
-  // so I decided using GL_DECAL instead\r
-  // if an empty-alpha-channel or nearly-empty texture is used. It will be blank-transparent.\r
-  // this could get better if you can get qglTexEnviv (GL_TEXTURE_ENV, to work .. patches are welcome\r
-  // Arnout: empty alpha channels are now always filled with data. Don't set this anymore (would cause problems with qer_alphafunc too)\r
-//  qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);\r
-\r
-       Cam_DrawBrushes(DRAW_TEXTURED);\r
-\r
-//  qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);\r
-  qglDisable(GL_BLEND);\r
-\r
-       // setup for wireframe stuff\r
-       switch(m_Camera.draw_mode)\r
-       {\r
-               case cd_texture:\r
-      if(g_PrefsDlg.m_bGLLighting) {\r
-                         qglDisable(GL_COLOR_MATERIAL);\r
-        qglDisable(GL_LIGHTING);\r
-//      qglDisable(GL_RESCALE_NORMAL);\r
-      }\r
-                       break;\r
-               case cd_solid:\r
-      if(g_PrefsDlg.m_bGLLighting) {\r
-                         qglDisable(GL_COLOR_MATERIAL);\r
-        qglDisable(GL_LIGHTING);\r
-//      qglDisable(GL_RESCALE_NORMAL);\r
-      }\r
-                       break;\r
-               case cd_wire:\r
-                       break;\r
-               default: Sys_Printf("CamWnd::Cam_DrawStuff:invalid render mode\n");\r
-       }\r
-\r
-}\r
-\r
-/*\r
-==============\r
-Cam_Draw\r
-==============\r
-*/\r
-\r
-void QueueClear ();\r
-void QueueDraw ();\r
-\r
-void CamWnd::Cam_Draw()\r
-{\r
-  brush_t      *brush;\r
-  face_t       *face;\r
-  float        screenaspect;\r
-  float        yfov;\r
-  double       start, end;\r
-  int          i;\r
-\r
-  if (!active_brushes.next)\r
-    return;    // not valid yet\r
-\r
-  if (m_Camera.timing)\r
-    start = Sys_DoubleTime ();\r
-\r
-  //\r
-  // clear\r
-  //\r
-  QE_CheckOpenGLForErrors();\r
-\r
-  qglViewport(0, 0, m_Camera.width, m_Camera.height);\r
-  qglClearColor (g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][0],\r
-                g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][1],\r
-                g_qeglobals.d_savedinfo.colors[COLOR_CAMERABACK][2], 0);\r
-  qglClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
-\r
-  //\r
-  // set up viewpoint\r
-  //\r
-  \r
-\r
-  qglMatrixMode(GL_PROJECTION);\r
-  qglLoadIdentity ();\r
-\r
-  screenaspect = (float)m_Camera.width / m_Camera.height;\r
-  yfov = 2*atan((float)m_Camera.height / m_Camera.width)*180/Q_PI;\r
-  qgluPerspective (yfov,  screenaspect,  8,  32768);\r
-\r
-  // we're too lazy to calc projection matrix ourselves!!!\r
-  qglGetFloatv (GL_PROJECTION_MATRIX, &m_Camera.projection[0][0]);\r
-\r
-  vec3_t vec;\r
-\r
-  m4x4_identity(&m_Camera.modelview[0][0]);\r
-  VectorSet(vec, -90, 0, 0);\r
-  m4x4_rotate_by_vec3(&m_Camera.modelview[0][0], vec, eXYZ);\r
-  VectorSet(vec, 0, 0, 90);\r
-  m4x4_rotate_by_vec3(&m_Camera.modelview[0][0], vec, eXYZ);\r
-  VectorSet(vec, 0, m_Camera.angles[0], 0);\r
-  m4x4_rotate_by_vec3(&m_Camera.modelview[0][0], vec, eXYZ);\r
-  VectorSet(vec, 0, 0, -m_Camera.angles[1]);\r
-  m4x4_rotate_by_vec3(&m_Camera.modelview[0][0], vec, eXYZ);\r
-  VectorSet(vec, -m_Camera.origin[0],  -m_Camera.origin[1],  -m_Camera.origin[2]);\r
-  m4x4_translate_by_vec3(&m_Camera.modelview[0][0], vec);\r
-\r
-  Cam_BuildMatrix ();\r
-\r
-  qglMatrixMode(GL_MODELVIEW);\r
-  qglLoadIdentity();\r
-\r
-  qglMultMatrixf(&m_Camera.modelview[0][0]);\r
-       \r
-  // grab the GL_PROJECTION and GL_MODELVIEW matrixes\r
-  //   used in GetRelativeAxes\r
-  //qglGetFloatv (GL_PROJECTION_MATRIX, &m_Camera.projection[0][0]);\r
-  //qglGetFloatv (GL_MODELVIEW_MATRIX, &m_Camera.modelview[0][0]);\r
-\r
-#if 0\r
-  // TTimo: this is not used, just for verification (0, 0, m_Camera.width, m_Camera.height)\r
-  GLint viewprt[4];\r
-  qglGetIntegerv (GL_VIEWPORT, viewprt);\r
-#endif\r
-\r
-  if (g_PrefsDlg.m_bGLLighting)\r
-  {\r
-    GLfloat inverse_cam_dir[4], ambient[4], diffuse[4];//, material[4];\r
-\r
-    ambient[0] = ambient[1] = ambient[2] = 0.6f;\r
-    ambient[3] = 1.0f;\r
-    diffuse[0] = diffuse[1] = diffuse[2] = 0.4f;\r
-    diffuse[3] = 1.0f;\r
-    //material[0] = material[1] = material[2] = 0.8f;\r
-    //material[3] = 1.0f;\r
-    \r
-    vec3_t vCam, vRotate;\r
-    VectorSet(vCam, -1, 0, 0); //default cam pos\r
-    VectorSet(vRotate, 0, -m_Camera.angles[0], 0);\r
-    VectorRotate(vCam, vRotate, vCam);\r
-    VectorSet(vRotate, 0, 0, m_Camera.angles[1]);\r
-    VectorRotate(vCam, vRotate, vCam);\r
-    \r
-    inverse_cam_dir[0] = vCam[0];\r
-    inverse_cam_dir[1] = vCam[1];\r
-    inverse_cam_dir[2] = vCam[2];\r
-    inverse_cam_dir[3] = 0;\r
-\r
-    qglColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);\r
-\r
-    qglLightfv(GL_LIGHT0, GL_POSITION, inverse_cam_dir);\r
-\r
-    qglLightfv(GL_LIGHT0, GL_AMBIENT, ambient);\r
-    qglLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);\r
-\r
-    qglEnable(GL_LIGHT0);\r
-  }\r
-\r
-  InitCull ();\r
-\r
-  //\r
-  // draw stuff\r
-  //\r
-\r
-       Cam_DrawStuff();\r
-  \r
-       qglEnableClientState(GL_VERTEX_ARRAY);\r
-       qglDisableClientState(GL_NORMAL_ARRAY);\r
-       qglDisableClientState(GL_TEXTURE_COORD_ARRAY);\r
-       qglDisable (GL_TEXTURE_2D);\r
-       qglDisable (GL_LIGHTING);\r
-       qglDisable (GL_COLOR_MATERIAL);\r
-\r
-  qglEnable (GL_CULL_FACE);\r
-\r
-  brush_t* pList = (g_bClipMode && g_pSplitList) ? g_pSplitList : &selected_brushes;\r
-\r
-  if (g_qeglobals.d_savedinfo.iSelectedOutlinesStyle & OUTLINE_BSEL)\r
-  {\r
-    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);\r
-    qglEnable (GL_BLEND);\r
-    qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
-    qglDepthFunc (GL_LEQUAL);\r
-    for (brush = pList->next ; brush != pList ; brush=brush->next)\r
-    {\r
-      if (brush->bCamCulled) // draw selected faces of filtered brushes to remind that there is a selection\r
-        continue;\r
-\r
-      if (brush->patchBrush && (g_qeglobals.d_select_mode == sel_curvepoint || g_qeglobals.d_select_mode == sel_area))\r
-        continue;\r
-\r
-      if (!g_PrefsDlg.m_bPatchBBoxSelect && brush->patchBrush)\r
-      {\r
-        DrawPatchMesh(brush->pPatch);\r
-      }\r
-      else if(brush->owner->model.pRender && g_PrefsDlg.m_nEntityShowState != ENTITY_BOX)\r
-      {\r
-        brush->owner->model.pRender->Draw(DRAW_GL_FLAT, (DRAW_RF_SEL_OUTLINE|DRAW_RF_CAM));\r
-      }\r
-      else\r
-      {\r
-        for (face=brush->brush_faces ; face ; face=face->next)\r
-          Brush_FaceDraw(face, DRAW_GL_FLAT);\r
-      }\r
-    }\r
-    \r
-\r
-    int nCount = g_ptrSelectedFaces.GetSize();\r
-    if (nCount > 0)\r
-    {\r
-      for (int i = 0; i < nCount; i++)\r
-      {\r
-        face_t *selFace = reinterpret_cast<face_t*>(g_ptrSelectedFaces.GetAt(i));\r
-        Brush_FaceDraw(selFace, DRAW_GL_FLAT);\r
-      }\r
-    }\r
-\r
-    qglDisableClientState(GL_NORMAL_ARRAY);\r
-         qglDepthFunc (GL_LESS);\r
-  }\r
-  \r
-  if (g_qeglobals.d_savedinfo.iSelectedOutlinesStyle & OUTLINE_ZBUF)\r
-  {\r
-    // non-zbuffered outline\r
-    qglDisable (GL_BLEND);\r
-    qglDisable (GL_DEPTH_TEST);\r
-    qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);\r
-    qglColor3f (1, 1, 1);\r
-    for (brush = pList->next ; brush != pList ; brush=brush->next)\r
-    {\r
-      if ((brush->patchBrush && (g_qeglobals.d_select_mode == sel_curvepoint || g_qeglobals.d_select_mode == sel_area)))\r
-        continue;\r
-\r
-      if (!g_PrefsDlg.m_bPatchBBoxSelect && brush->patchBrush)\r
-      {\r
-        DrawPatchMesh(brush->pPatch);\r
-      }\r
-      else if(brush->owner->model.pRender && g_PrefsDlg.m_nEntityShowState != ENTITY_BOX)\r
-      {\r
-        brush->owner->model.pRender->Draw(DRAW_GL_WIRE, (DRAW_RF_SEL_FILL|DRAW_RF_CAM));\r
-\r
-        // Hydra : always draw bbox outline!\r
-        aabb_draw(brush->owner->model.pRender->GetAABB(), DRAW_GL_WIRE);\r
-      }\r
-      else\r
-      {\r
-        for (face=brush->brush_faces ; face ; face=face->next)\r
-          Brush_FaceDraw(face, DRAW_GL_WIRE);\r
-      }\r
-    }\r
-  }\r
-\r
-  // edge / vertex flags\r
-  if (g_qeglobals.d_select_mode == sel_vertex)\r
-  {\r
-    // GL_POINTS on Kyro Workaround\r
-    if(!g_PrefsDlg.m_bGlPtWorkaround) \r
-    {\r
-      // brush verts\r
-      qglPointSize (4);\r
-               qglColor3f (0,1,0);\r
-      qglBegin (GL_POINTS);\r
-        for (i=0 ; i<g_qeglobals.d_numpoints ; i++)\r
-          qglVertex3fv (g_qeglobals.d_points[i]);\r
-      qglEnd ();\r
-     \r
-      if(g_qeglobals.d_num_move_points)\r
-      {\r
-        // selected brush verts\r
-        qglPointSize (5);\r
-        qglColor3f (0,0,1);\r
-        qglBegin (GL_POINTS);\r
-          for(i = 0; i < g_qeglobals.d_num_move_points; i++)\r
-            qglVertex3fv (g_qeglobals.d_move_points[i]);\r
-        qglEnd();\r
-      }\r
-        \r
-      qglPointSize (1);\r
-    }\r
-    else\r
-    {\r
-      // brush verts\r
-      qglColor3f (0,1,0);\r
-      qglLineWidth(2.0);\r
-      qglBegin (GL_LINES);\r
-        for (i=0; i < g_qeglobals.d_numpoints; i++)\r
-          DrawAlternatePoint(g_qeglobals.d_points[i], 1.5);\r
-      qglEnd();\r
-      \r
-      if(g_qeglobals.d_num_move_points)\r
-      {\r
-        // selected brush verts\r
-        qglColor3f (0,0,1);\r
-        qglLineWidth (3.0);\r
-        qglBegin (GL_LINES);\r
-          for(i = 0; i < g_qeglobals.d_num_move_points; i++)\r
-            qglVertex3fv (g_qeglobals.d_move_points[i]);\r
-        qglEnd();\r
-      }\r
-      qglLineWidth(1.0);\r
-    }\r
-  }\r
-  else if (g_qeglobals.d_select_mode == sel_edge)\r
-  {\r
-    float      *v1, *v2;\r
-    // GL_POINTS on Kyro Workaround\r
-    if(!g_PrefsDlg.m_bGlPtWorkaround) \r
-    {\r
-      qglPointSize (4);\r
-      qglColor3f (0,0,1);\r
-      qglBegin (GL_POINTS);\r
-      for (i=0 ; i<g_qeglobals.d_numedges ; i++)\r
-      {\r
-        v1 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p1];\r
-        v2 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p2];\r
-        qglVertex3f ( (v1[0]+v2[0])*0.5,(v1[1]+v2[1])*0.5,(v1[2]+v2[2])*0.5);\r
-      }\r
-      qglEnd ();\r
-      qglPointSize (1);\r
-    }\r
-    else {\r
-      qglColor3f (0,0,1);\r
-      qglLineWidth(2.0);\r
-      qglBegin (GL_LINES);\r
-      for (i=0; i < g_qeglobals.d_numedges; i++)\r
-      {\r
-        v1 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p1];\r
-        v2 = g_qeglobals.d_points[g_qeglobals.d_edges[i].p2];\r
-        vec3_t v3;\r
-        v3[0] = (v1[0]+v2[0])*0.5;\r
-        v3[1] = (v1[1]+v2[1])*0.5;\r
-        v3[2] = (v1[2]+v2[2])*0.5;\r
-        DrawAlternatePoint(v3, 1.5);\r
-      }\r
-      qglEnd();\r
-      qglLineWidth(1.0);\r
-    }\r
-  }\r
-\r
-  //\r
-  // draw pointfile\r
-  //\r
-  qglEnable(GL_DEPTH_TEST);\r
-  DrawPathLines();\r
-\r
-  if (g_qeglobals.d_pointfile_display_list)\r
-  {\r
-    Pointfile_Draw();\r
-  }\r
-\r
-  // call the drawing routine of plugin entities\r
-  //++timo FIXME: we might need to hook in other places as well for transparency etc.\r
-  //++timo FIXME: also needs a way to get some parameters about the view\r
-  //++timo FIXME: maybe provide some culling API on Radiant side?\r
-  Draw3DPluginEntities();\r
-\r
-  // draw the crosshair\r
-  if (m_bFreeMove)\r
-  {\r
-    // setup orthographic projection mode\r
-    qglMatrixMode(GL_PROJECTION);\r
-    //qglPushMatrix();\r
-    qglLoadIdentity();\r
-    qglDisable(GL_DEPTH_TEST);\r
-    qglOrtho(0, (float)m_Camera.width, 0, (float)m_Camera.height, -100, 100);\r
-    qglScalef(1, -1, 1);\r
-         qglTranslatef(0, -(float)m_Camera.height, 0);\r
-         qglMatrixMode(GL_MODELVIEW);\r
-\r
-    // draw crosshair\r
-    //qglPushMatrix();\r
-         qglLoadIdentity();\r
-    qglColor3f( 1.f, 1.f, 1.f );\r
-    qglBegin( GL_LINES );\r
-    qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f + 6 );\r
-    qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f + 2 );\r
-    qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f - 6 );\r
-    qglVertex2f( (float)m_Camera.width / 2.f, (float)m_Camera.height / 2.f - 2 );\r
-    qglVertex2f( (float)m_Camera.width / 2.f + 6, (float)m_Camera.height / 2.f );\r
-    qglVertex2f( (float)m_Camera.width / 2.f + 2, (float)m_Camera.height / 2.f );\r
-    qglVertex2f( (float)m_Camera.width / 2.f - 6, (float)m_Camera.height / 2.f );\r
-    qglVertex2f( (float)m_Camera.width / 2.f - 2, (float)m_Camera.height / 2.f );\r
-    qglEnd();\r
-    //qglPopMatrix();\r
-\r
-    // reset perspective projection\r
-         //qglMatrixMode(GL_PROJECTION);\r
-         //qglPopMatrix();\r
-         //qglMatrixMode(GL_MODELVIEW);\r
-  }\r
-\r
-#if 0\r
-       if ((g_qeglobals.d_select_mode == sel_area) && (g_nPatchClickedView == W_CAMERA))\r
-       {\r
-               // setup orthographic projection mode\r
-               qglMatrixMode(GL_PROJECTION);\r
-               //qglPushMatrix();\r
-               qglLoadIdentity();\r
-               qglDisable(GL_DEPTH_TEST);\r
-               qglOrtho(0, (float)m_Camera.width, 0, (float)m_Camera.height, -100, 100);\r
-               //qglScalef(1, -1, 1);\r
-               //qglTranslatef(0, -(float)m_Camera.height, 0);\r
-               qglMatrixMode(GL_MODELVIEW);\r
-\r
-       // area selection hack\r
-               qglLoadIdentity();\r
-               qglDisable(GL_CULL_FACE);\r
-               qglEnable (GL_BLEND);\r
-               qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);\r
-               qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
-               qglColor4f(0.0, 0.0, 1.0, 0.25);\r
-               qglRectf(g_qeglobals.d_vAreaTL[0], g_qeglobals.d_vAreaTL[1], g_qeglobals.d_vAreaBR[0], g_qeglobals.d_vAreaBR[1]);\r
-               qglPolygonMode (GL_FRONT_AND_BACK, GL_LINE);\r
-               qglDisable (GL_BLEND);\r
-               qglEnable (GL_CULL_FACE);\r
-       }\r
-#endif\r
-\r
-  // bind back to the default texture so that we don't have problems\r
-  // elsewhere using/modifying texture maps between contexts\r
-  qglBindTexture( GL_TEXTURE_2D, 0 );\r
-\r
-  qglFinish();\r
-  QE_CheckOpenGLForErrors();\r
-  //   Sys_EndWait();\r
-  if (m_Camera.timing)\r
-  {\r
-    end = Sys_DoubleTime ();\r
-    Sys_Printf ("Camera: %i ms\n", (int)(1000*(end-start)));\r
-  }\r
-\r
-  for (brush = active_brushes.next ; brush != &active_brushes ; brush=brush->next)\r
-    brush->bCamCulled = false;\r
-\r
-  for (brush = pList->next ; brush != pList ; brush=brush->next)\r
-    brush->bCamCulled = false;\r
-}\r
-\r
-void CamWnd::OnExpose () \r
-{\r
-  if (!MakeCurrent ())\r
-  {\r
-    Sys_Printf("ERROR: glXMakeCurrent failed..\n ");\r
-    Sys_Printf("Please restart Radiant if the camera view is not working\n");\r
-  }\r
-  else\r
-  {\r
-    QE_CheckOpenGLForErrors();\r
-    g_pSplitList = NULL;\r
-    if (g_bClipMode)\r
-    {\r
-      if (g_Clip1.Set() && g_Clip2.Set())\r
-      {\r
-        g_pSplitList = (g_bSwitch) ? \r
-         &g_brBackSplits : &g_brFrontSplits;\r
-      }\r
-    }\r
-\r
-    Patch_LODMatchAll(); // spog  \r
-\r
-    Cam_Draw ();\r
-    QE_CheckOpenGLForErrors ();\r
-\r
-    m_XORRectangle.set(rectangle_t());\r
-    SwapBuffers ();\r
-  }\r
-}\r
-\r
-void CamWnd::BenchMark()\r
-{\r
-  if (!MakeCurrent ())\r
-    Error ("glXMakeCurrent failed in Benchmark");\r
-  \r
-  qglDrawBuffer (GL_FRONT);\r
-  double dStart = Sys_DoubleTime ();\r
-  for (int i=0 ; i < 100 ; i++)\r
-  {\r
-    m_Camera.angles[YAW] = i*4;\r
-    Cam_Draw();\r
-  }\r
-  SwapBuffers ();\r
-  qglDrawBuffer (GL_BACK);\r
-  double dEnd = Sys_DoubleTime ();\r
-  Sys_Printf ("%5.2f seconds\n", dEnd - dStart);\r
-}\r
+/*
+   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.
+
+   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.
+
+   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 "camwindow.h"
+
+#include <gtk/gtk.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();
+}
+
+
+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)
+    {
+    }
+
+};
+
+camwindow_globals_private_t g_camwindow_globals_private;
+
+
+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 {
+    cd_wire,
+    cd_solid,
+    cd_texture,
+    cd_lighting
+};
+
+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),
+              movementflags(0),
+              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
+    );
+}
+
+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);
+
+    camera.m_view->Construct(camera.projection, camera.modelview, camera.width, camera.height);
+}
+
+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 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);
+}
+
+
+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 Camera_Freemove_updateAxes(camera_t &camera)
+{
+    camera.right = camera.vright;
+    camera.forward = vector3_negated(camera.vpn);
+}
+
+const Vector3 &Camera_getOrigin(camera_t &camera)
+{
+    return camera.origin;
+}
+
+void Camera_setOrigin(camera_t &camera, const Vector3 &origin)
+{
+    camera.origin = origin;
+    Camera_updateModelview(camera);
+    camera.m_update();
+    CameraMovedNotify();
+}
+
+const Vector3 &Camera_getAngles(camera_t &camera)
+{
+    return camera.angles;
+}
+
+void Camera_setAngles(camera_t &camera, const Vector3 &angles)
+{
+    camera.angles = angles;
+    Camera_updateModelview(camera);
+    camera.m_update();
+    CameraMovedNotify();
+}
+
+
+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 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 Camera_mouseMove(camera_t &camera, int x, int y)
+{
+    //globalOutputStream() << "mousemove... ";
+    Camera_FreeMove(camera, -x, -y);
+    camera.m_update();
+    CameraMovedNotify();
+}
+
+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 Camera_keyMove(camera_t &camera)
+{
+    camera.m_mouseMove.flush();
+
+    //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);
+
+    camera.m_update();
+    CameraMovedNotify();
+}
+
+gboolean camera_keymove(gpointer data)
+{
+    Camera_keyMove(*reinterpret_cast<camera_t *>( data ));
+    return TRUE;
+}
+
+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;
+}
+
+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);
+}
+
+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 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);
+}
+
+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 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);
+}
+
+
+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 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 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 {
+    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();
+    }
+};
+
+
+void Camera_motionDelta(int x, int y, unsigned int state, void *data)
+{
+    camera_t *cam = reinterpret_cast<camera_t *>( data );
+
+    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;
+    }
+}
+
+class CamWnd {
+    View m_view;
+    camera_t m_Camera;
+    RadiantCameraView m_cameraview;
+#if 0
+                                                                                                                            int m_PositionDragCursorX;
+int m_PositionDragCursorY;
+#endif
+
+    guint m_freemove_handle_focusout;
+
+    static Shader *m_state_select1;
+    static Shader *m_state_select2;
+
+    FreezePointer m_freezePointer;
+
+public:
+    ui::GLArea m_gl_widget;
+    ui::Window m_parent{ui::null};
+
+    SelectionSystemWindowObserver *m_window_observer;
+    XORRectangle m_XORRectangle;
+
+    DeferredDraw m_deferredDraw;
+    DeferredMotion m_deferred_motion;
+
+    guint m_selection_button_press_handler;
+    guint m_selection_button_release_handler;
+    guint m_selection_motion_handler;
+
+    guint m_freelook_button_press_handler;
+
+    guint m_sizeHandler;
+    guint m_exposeHandler;
+
+    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();
+
+    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;
+}
+
+
+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
+                                                                                                                        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
+
+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));
+    }
+}
+
+
+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");
+}
+
+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");
+}
+
+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");
+}
+
+struct CamWnd_Move_Discrete {
+    static void Export(const Callback<void(bool)> &returnz)
+    {
+        returnz(g_camwindow_globals_private.m_bCamDiscrete);
+    }
+
+    static void Import(bool value)
+    {
+        if (g_camwnd) {
+            Import_(*g_camwnd, value);
+        } else {
+            g_camwindow_globals_private.m_bCamDiscrete = value;
+        }
+    }
+
+    static void Import_(CamWnd &camwnd, bool value)
+    {
+        if (g_camwindow_globals_private.m_bCamDiscrete) {
+            CamWnd_Move_Discrete_Disable(camwnd);
+        } else {
+            CamWnd_Move_Disable(camwnd);
+        }
+
+        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 {
+    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 );
+
+// 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_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_parent, 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_parent, 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_parent);
+    g_signal_handler_disconnect(G_OBJECT(m_gl_widget), m_freemove_handle_focusout);
+
+    CamWnd_Update(*this);
+}
+
+
+#include "renderer.h"
+
+class CamRenderer : public Renderer {
+    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
+    {
+        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_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;
+    }
+
+    {
+        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++) {
+        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");
+}
+
+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 Camera_ChangeFloorUp()
+{
+    CamWnd &camwnd = *g_camwnd;
+    camwnd.Cam_ChangeFloor(true);
+}
+
+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();
+}
+
+bool Camera_GetFarClip()
+{
+    return g_camwindow_globals_private.m_bCubicClipping;
+}
+
+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);
+
+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);
+}
+
+struct Camera_FarClip {
+    static void Export(const Callback<void(bool)> &returnz)
+    {
+        returnz(g_camwindow_globals_private.m_bCubicClipping);
+    }
+
+    static void Import(bool value)
+    {
+        Camera_SetFarClip(value);
+    }
+};
+
+void Camera_ToggleFarClip()
+{
+    Camera_SetFarClip(!Camera_GetFarClip());
+}
+
+
+void CamWnd_constructToolbar(ui::Toolbar toolbar)
+{
+    toolbar_append_toggle_button(toolbar, "Cubic clip the camera view (\\)", "view_cubicclipping.png",
+                                 "ToggleCubicClip");
+}
+
+void CamWnd_registerShortcuts()
+{
+    toggle_add_accelerator("ToggleCubicClip");
+
+    if (g_pGameDescription->mGameType == "doom3") {
+        command_connect_accelerator("TogglePreview");
+    }
+
+    command_connect_accelerator("CameraSpeedInc");
+    command_connect_accelerator("CameraSpeedDec");
+}
+
+
+void GlobalCamera_Benchmark()
+{
+    CamWnd &camwnd = *g_camwnd;
+    camwnd.BenchMark();
+}
+
+void GlobalCamera_Update()
+{
+    CamWnd &camwnd = *g_camwnd;
+    CamWnd_Update(camwnd);
+}
+
+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);
+    }
+}
+
+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");
+
+    // switch between textured and lighting mode
+    CamWnd_SetMode((CamWnd_GetMode() == cd_lighting) ? cd_texture : cd_lighting);
+}
+
+
+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 {
+        const char *render_mode[] = {"Wireframe", "Flatshade", "Textured"};
+
+        page.appendCombo(
+                "Render Mode",
+                STRING_ARRAY_RANGE(render_mode),
+                make_property<RenderMode>()
+        );
+    }
+
+    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));
+}
+
+#include "preferencesystem.h"
+#include "stringio.h"
+#include "dialog.h"
+
+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;
+    }
+}
+
+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;
+    }
+}
+
+/// \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();
+}