]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - radiant/texwindow.cpp
Merge branch 'transfilterfix' into 'master'
[xonotic/netradiant.git] / radiant / texwindow.cpp
index a4dc381c931d0207d0506f505fe47744f9eaf0f7..e6afb71df3fd16eeae61d3b577ae76d33b6060c7 100644 (file)
@@ -1,5 +1,5 @@
 /*
-   Copyright (C) 1999-2007 id Software, Inc. and contributors.
+   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.
 // Leonardo Zide (leo@lokigames.com)
 //
 
-/*!\todo
-   Clean up texture menu.
-   - Remove all global variables and use some objects instead.
-   - Create an interface for a plugin to add texture menu items.
-   - Make sure the interface is not dependent on gtk.
- */
+#include "texwindow.h"
 
-#ifdef _WIN32
-//#include <gdk/win32/gdkwin32.h>
-#include <gdk/gdkwin32.h>
-#endif
-#if defined ( __linux__ ) || defined ( __APPLE__ )
-#include <gdk/gdkx.h>
-#include <dirent.h>
-#endif
 #include <gtk/gtk.h>
-#include <assert.h>
-#include <sys/stat.h>
-#include "stdafx.h"
-#include "texwindow.h"
-#include "str.h"
-#include "missing.h"
+
+#include "debugging/debugging.h"
+#include "warnings.h"
+
+#include "ifilesystem.h"
+#include "iundo.h"
+#include "igl.h"
+#include "iarchive.h"
+#include "moduleobserver.h"
+
+#include <set>
+#include <string>
+#include <vector>
+
+#include <uilib/uilib.h>
+
+#include "signal/signal.h"
+#include "math/vector.h"
+#include "texturelib.h"
+#include "string/string.h"
+#include "shaderlib.h"
+#include "os/file.h"
+#include "os/path.h"
+#include "stream/memstream.h"
+#include "stream/textfilestream.h"
+#include "stream/stringstream.h"
+#include "cmdlib.h"
 #include "texmanip.h"
+#include "textures.h"
+#include "convert.h"
+
+#include "gtkutil/menu.h"
+#include "gtkutil/nonmodal.h"
+#include "gtkutil/cursor.h"
+#include "gtkutil/widget.h"
+#include "gtkutil/glwidget.h"
+#include "gtkutil/messagebox.h"
+
+#include "error.h"
+#include "map.h"
+#include "qgl.h"
+#include "select.h"
+#include "brush_primit.h"
+#include "brushmanip.h"
+#include "patchmanip.h"
+#include "plugin.h"
+#include "qe3.h"
+#include "gtkdlgs.h"
+#include "gtkmisc.h"
+#include "mainframe.h"
+#include "findtexturedialog.h"
+#include "surfacedialog.h"
+#include "patchdialog.h"
+#include "groupdialog.h"
+#include "preferences.h"
+#include "shaders.h"
+#include "commands.h"
+
+#define NOTEX_BASENAME "notex"
+#define SHADERNOTEX_BASENAME "shadernotex"
+
+bool TextureBrowser_showWads()
+{
+    return !string_empty(g_pGameDescription->getKeyValue("show_wads"));
+}
 
-#define TYP_MIPTEX  68
-static unsigned tex_palette[256];
+void TextureBrowser_queueDraw(TextureBrowser &textureBrowser);
 
-#define FONT_HEIGHT 10
+bool string_equal_start(const char *string, StringRange start)
+{
+    return string_equal_n(string, start.first, start.last - start.first);
+}
 
-//int          texture_mode = GL_NEAREST;
-//int          texture_mode = GL_NEAREST_MIPMAP_NEAREST;
-//int          texture_mode = GL_NEAREST_MIPMAP_LINEAR;
-//int          texture_mode = GL_LINEAR;
-//int          texture_mode = GL_LINEAR_MIPMAP_NEAREST;
-int texture_mode = GL_LINEAR_MIPMAP_LINEAR;
+typedef std::set<CopiedString> TextureGroups;
+
+void TextureGroups_addWad(TextureGroups &groups, const char *archive)
+{
+    if (extension_equal(path_get_extension(archive), "wad")) {
+#if 1
+        groups.insert(archive);
+#else
+                                                                                                                                CopiedString archiveBaseName( path_get_filename_start( archive ), path_get_filename_base_end( archive ) );
+               groups.insert( archiveBaseName );
+#endif
+    }
+}
 
-int g_nTextureOffset = 0;
+typedef ReferenceCaller<TextureGroups, void(const char *), TextureGroups_addWad> TextureGroupsAddWadCaller;
 
-// current active texture directory
-//++timo FIXME: I'm not sure this is used anymore
-char texture_directory[128];
-// if true, the texture window will only display in-use shaders
-// if false, all the shaders in memory are displayed
-qboolean g_bShowAllShaders;
+namespace {
+    bool g_TextureBrowser_shaderlistOnly = false;
+    bool g_TextureBrowser_fixedSize = true;
+    bool g_TextureBrowser_filterMissing = false;
+    bool g_TextureBrowser_filterFallback = true;
+    bool g_TextureBrowser_enableAlpha = true;
+}
 
-bool g_bFilterEnabled = false;
-CString g_strFilter;
+CopiedString g_notex;
+CopiedString g_shadernotex;
 
-// texture layout functions
-// TTimo: now based on shaders
-int nActiveShadersCount;
-int nCurrentShader;
-IShader*  pCurrentShader;
-qtexture_t  *current_texture = NULL;
-int current_x, current_y, current_row;
-
-// globals for textures
-int texture_nummenus;
-char texture_menunames[MAX_TEXTUREDIRS][128];
-
-// the list of scripts/*.shader files we need to work with
-// those are listed in shaderlist file
-// FIXME TTimo I get the feeling that those would need to move to the shaders module
-//   for now it's still more simple to just keep it here
-GSList *l_shaderfiles = NULL;
-
-void SelectTexture( int mx, int my, bool bShift, bool bFitScale = false );
-
-void  Texture_MouseDown( int x, int y, int buttons );
-void  Texture_MouseMoved( int x, int y, int buttons );
-
-CPtrArray g_lstSkinCache;
-
-// TTimo: modifed to add a qtexture_t, Texture_LoadSkin loads using the shader API / QERApp_TryTexture_ForName
-// m_strName is a copy of qtex->name
-struct SkinInfo
-{
-       CString m_strName;
-       int m_nTextureBind;
-       qtexture_t *m_qtex;
-       SkinInfo( const char *pName, int n, qtexture_t *qtex ){
-               m_strName = pName;
-               m_nTextureBind = n;
-               m_qtex = qtex;
-       };
-       SkinInfo(){};
-};
+bool isMissing(const char *name);
 
-// =============================================================================
-// global functions
+bool isNotex(const char *name);
 
-// gets active texture extension
-//
-// FIXME: fix this to be generic from project file
-//
-int GetTextureExtensionCount(){
-       // hardcoded hack for png support
-       if ( g_pGameDescription->mGameFile == "sof2.game" ) {
-               return 3;
-       }
-       else{
-               return 2;
-       }
-}
-
-const char* GetTextureExtension( int nIndex ){
-       switch ( nIndex )
-       {
-       case 0:
-               return "tga";
-               break;
-       case 1:
-               return "jpg";
-               break;
-       case 2:
-               return "png";
-               break;
-       default:
-               return NULL;
-       }
+bool isMissing(const char *name)
+{
+    if (string_equal(g_notex.c_str(), name)) {
+        return true;
+    }
+    if (string_equal(g_shadernotex.c_str(), name)) {
+        return true;
+    }
+    return false;
 }
 
-/*
-   ==============
-   Texture_InitPalette
-   ==============
- */
-void Texture_InitPalette( byte *pal ){
-       int r,g,b;
-       int i;
-       int inf;
-       byte gammatable[256];
-       float gamma;
-
-       gamma = g_qeglobals.d_savedinfo.fGamma;
-
-       if ( gamma == 1.0 ) {
-               for ( i = 0 ; i < 256 ; i++ )
-                       gammatable[i] = i;
-       }
-       else
-       {
-               for ( i = 0 ; i < 256 ; i++ )
-               {
-                       inf = (int)( 255.0f * pow( ( i + 0.5f ) / 255.5f, gamma ) + 0.5f );
-                       if ( inf < 0 ) {
-                               inf = 0;
-                       }
-                       if ( inf > 255 ) {
-                               inf = 255;
-                       }
-                       gammatable[i] = inf;
-               }
-       }
-
-       for ( i = 0 ; i < 256 ; i++ )
-       {
-               r = gammatable[pal[0]];
-               g = gammatable[pal[1]];
-               b = gammatable[pal[2]];
-               pal += 3;
-
-               //v = (r<<24) + (g<<16) + (b<<8) + 255;
-               //v = BigLong (v);
-
-               //tex_palette[i] = v;
-               tex_palette[i * 3 + 0] = r;
-               tex_palette[i * 3 + 1] = g;
-               tex_palette[i * 3 + 2] = b;
-       }
-}
-
-void SetTexParameters( void ){
-       qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, texture_mode );
-
-       switch ( texture_mode )
-       {
-       case GL_NEAREST:
-       case GL_NEAREST_MIPMAP_NEAREST:
-       case GL_NEAREST_MIPMAP_LINEAR:
-               qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
-               break;
-       case GL_LINEAR:
-       case GL_LINEAR_MIPMAP_NEAREST:
-       case GL_LINEAR_MIPMAP_LINEAR:
-               qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-               break;
-       }
+bool isNotex(const char *name)
+{
+    if (string_equal_suffix(name, "/" NOTEX_BASENAME)) {
+        return true;
+    }
+    if (string_equal_suffix(name, "/" SHADERNOTEX_BASENAME)) {
+        return true;
+    }
+    return false;
 }
 
-/*
-   ============
-   Texture_SetMode
-   ============
- */
-void Texture_SetMode( int iMenu ){
-       int iMode;
-       qboolean texturing = true;
-       gpointer item = NULL;
-
-       switch ( iMenu )
-       {
-       case ID_VIEW_NEAREST:
-               item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_nearest" );
-               iMode = GL_NEAREST;
-               break;
-       case ID_VIEW_NEARESTMIPMAP:
-               item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_nearestmipmap" );
-               iMode = GL_NEAREST_MIPMAP_NEAREST;
-               break;
-       case ID_VIEW_LINEAR:
-               item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_linear" );
-               iMode = GL_LINEAR;
-               break;
-       case ID_VIEW_BILINEAR:
-               item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_bilinear" );
-               iMode = GL_NEAREST_MIPMAP_LINEAR;
-               break;
-       case ID_VIEW_BILINEARMIPMAP:
-               item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_bilinearmipmap" );
-               iMode = GL_LINEAR_MIPMAP_NEAREST;
-               break;
-       case ID_VIEW_TRILINEAR:
-               item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_trilinear" );
-               iMode = GL_LINEAR_MIPMAP_LINEAR;
-               break;
-       case ID_TEXTURES_WIREFRAME:
-               item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_wireframe" );
-               iMode = -1;
-               texturing = false;
-               break;
-       case ID_TEXTURES_FLATSHADE:
-               item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_flatshade" );
-               iMode = -1;
-               texturing = false;
-               break;
-       default:
-               return;
-       }
-
-       g_qeglobals.d_savedinfo.iTexMenu = iMenu;
-       // NOTE: texture_mode is a GLenum used directly in glTexParameter
-       if ( iMode != -1 ) {
-               texture_mode = iMode;
-       }
-
-       g_bIgnoreCommands++;
-       if ( item != NULL ) {
-               gtk_check_menu_item_set_active( GTK_CHECK_MENU_ITEM( item ), TRUE );
-       }
-       g_bIgnoreCommands--;
-
-       if ( texturing ) {
-               SetTexParameters();
-       }
-
-       if ( !texturing && iMenu == ID_TEXTURES_WIREFRAME ) {
-               g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_wire;
-               Map_BuildBrushData();
-               Sys_UpdateWindows( W_ALL );
-               return;
-       }
-       else if ( !texturing && iMenu == ID_TEXTURES_FLATSHADE ) {
-               g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_solid;
-               Map_BuildBrushData();
-               Sys_UpdateWindows( W_ALL );
-               return;
-       }
-
-       for ( qtexture_t *q = g_qeglobals.d_qtextures; q; q = q->next )
-       {
-               qglBindTexture( GL_TEXTURE_2D, q->texture_number );
-               SetTexParameters();
-       }
-
-       // select the default texture
-       qglBindTexture( GL_TEXTURE_2D, 0 );
-
-       qglFinish();
-
-       if ( g_pParentWnd->GetCamWnd()->Camera()->draw_mode != cd_texture ) {
-               g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_texture;
-               Map_BuildBrushData();
-       }
-
-       Sys_UpdateWindows( W_ALL );
-}
-
-/*!
-   gamma correction stuff
-   took out of QERApp_LoadTextureRGBA for clarity
- */
-byte g_gammatable[256];
-void ResampleGamma( float fGamma ){
-       int i,inf;
-       if ( fGamma == 1.0 ) {
-               for ( i = 0; i < 256; i++ )
-                       g_gammatable[i] = i;
-       }
-       else
-       {
-               for ( i = 0; i < 256; i++ )
-               {
-                       inf = (int)( 255.0f * pow( ( i + 0.5f ) / 255.5f, fGamma ) + 0.5f );
-                       if ( inf < 0 ) {
-                               inf = 0;
-                       }
-                       if ( inf > 255 ) {
-                               inf = 255;
-                       }
-                       g_gammatable[i] = inf;
-               }
-       }
-}
-
-/*!
-   this function does the actual processing of raw RGBA data into a GL texture
-   it will also generate the mipmaps
-   it looks like pPixels nWidth nHeight are the only relevant parameters
- */
-qtexture_t *QERApp_LoadTextureRGBA( unsigned char* pPixels, int nWidth, int nHeight ){
-       static float fGamma = -1;
-       float total[3];
-       byte  *outpixels = NULL;
-       int i, j, resampled, width2, height2, width3, height3;
-       int max_tex_size = 0, mip = 0;
-       int nCount = nWidth * nHeight;
-
-       if ( fGamma != g_qeglobals.d_savedinfo.fGamma ) {
-               fGamma = g_qeglobals.d_savedinfo.fGamma;
-               ResampleGamma( fGamma );
-       }
-
-       qglGetIntegerv( GL_MAX_TEXTURE_SIZE, &max_tex_size );
-       if ( !max_tex_size ) {
-               max_tex_size = 1024;
-       }
-
-       qtexture_t *q = (qtexture_t*)g_malloc( sizeof( *q ) );
-       q->width = nWidth;
-       q->height = nHeight;
-
-       total[0] = total[1] = total[2] = 0.0f;
-
-       // resample texture gamma according to user settings
-       for ( i = 0; i < ( nCount * 4 ); i += 4 )
-       {
-               for ( j = 0; j < 3; j++ )
-               {
-                       total[j] += ( pPixels + i )[j];
-                       byte b = ( pPixels + i )[j];
-                       ( pPixels + i )[j] = g_gammatable[b];
-               }
-       }
-
-       q->color[0] = total[0] / ( nCount * 255 );
-       q->color[1] = total[1] / ( nCount * 255 );
-       q->color[2] = total[2] / ( nCount * 255 );
-
-       qglGenTextures( 1, &q->texture_number );
-
-       qglBindTexture( GL_TEXTURE_2D, q->texture_number );
-
-       SetTexParameters();
-
-       width2 = 1; while ( width2 < nWidth ) width2 <<= 1;
-       height2 = 1; while ( height2 < nHeight ) height2 <<= 1;
-
-       width3 = width2;
-       height3 = height2;
-       while ( width3 > max_tex_size ) width3 >>= 1;
-       while ( height3 > max_tex_size ) height3 >>= 1;
-       if ( width3 < 1 ) {
-               width3 = 1;
-       }
-       if ( height3 < 1 ) {
-               height3 = 1;
-       }
-
-       if ( !( width2 == nWidth && height2 == nHeight ) ) {
-               resampled = 1;
-               outpixels = (byte *)malloc( width2 * height2 * 4 );
-               R_ResampleTexture( pPixels, nWidth, nHeight, outpixels, width2, height2, 4 );
-       }
-       else {
-               resampled = 0;
-               outpixels = pPixels;
-       }
-
-       while ( width2 > width3 || height2 > height3 )
-       {
-               GL_MipReduce( outpixels, outpixels, width2, height2, width3, height3 );
-
-               if ( width2 > width3 ) {
-                       width2 >>= 1;
-               }
-               if ( height2 > height3 ) {
-                       height2 >>= 1;
-               }
-       }
-
-       qglTexImage2D( GL_TEXTURE_2D, mip++, g_qeglobals.texture_components, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, outpixels );
-       while ( width2 > 1 || height2 > 1 )
-       {
-               GL_MipReduce( outpixels, outpixels, width2, height2, 1, 1 );
-
-               if ( width2 > 1 ) {
-                       width2 >>= 1;
-               }
-               if ( height2 > 1 ) {
-                       height2 >>= 1;
-               }
-
-               qglTexImage2D( GL_TEXTURE_2D, mip++, g_qeglobals.texture_components, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, outpixels );
-       }
-
-       qglBindTexture( GL_TEXTURE_2D, 0 );
-       if ( resampled ) {
-               free( outpixels );
-       }
-
-       return q;
+void TextureGroups_addShader(TextureGroups &groups, const char *shaderName)
+{
+    const char *texture = path_make_relative(shaderName, "textures/");
+
+    // hide notex / shadernotex images
+    if (g_TextureBrowser_filterFallback) {
+        if (isNotex(shaderName)) {
+            return;
+        }
+        if (isNotex(texture)) {
+            return;
+        }
+    }
+
+    if (texture != shaderName) {
+        const char *last = path_remove_directory(texture);
+        if (!string_empty(last)) {
+            groups.insert(CopiedString(StringRange(texture, --last)));
+        }
+    }
 }
 
-/*
-   ==================
-   DumpUnreferencedShaders
-   usefull function: dumps the list of .shader files that are not referenced to the console
-   ==================
- */
-void DumpUnreferencedShaders(){
-       GSList *lst, *sh, *files;
-       bool bFound = false;
+typedef ReferenceCaller<TextureGroups, void(const char *), TextureGroups_addShader> TextureGroupsAddShaderCaller;
 
-       files = vfsGetFileList( "scripts", "shader" );
-       for ( lst = files; lst; lst = lst->next )
-       {
-               bool listed = false;
+void TextureGroups_addDirectory(TextureGroups &groups, const char *directory)
+{
+    groups.insert(directory);
+}
 
-               for ( sh = l_shaderfiles; sh != NULL; sh = g_slist_next( sh ) )
-                       if ( !strcmp( (char*)sh->data, (char*)lst->data ) ) {
-                               listed = true;
-                               break;
-                       }
+typedef ReferenceCaller<TextureGroups, void(const char *), TextureGroups_addDirectory> TextureGroupsAddDirectoryCaller;
+
+class DeferredAdjustment {
+    gdouble m_value;
+    guint m_handler;
+
+    typedef void ( *ValueChangedFunction )(void *data, gdouble value);
+
+    ValueChangedFunction m_function;
+    void *m_data;
+
+    static gboolean deferred_value_changed(gpointer data)
+    {
+        reinterpret_cast<DeferredAdjustment *>( data )->m_function(
+                reinterpret_cast<DeferredAdjustment *>( data )->m_data,
+                reinterpret_cast<DeferredAdjustment *>( data )->m_value
+        );
+        reinterpret_cast<DeferredAdjustment *>( data )->m_handler = 0;
+        reinterpret_cast<DeferredAdjustment *>( data )->m_value = 0;
+        return FALSE;
+    }
+
+public:
+    DeferredAdjustment(ValueChangedFunction function, void *data) : m_value(0), m_handler(0), m_function(function),
+                                                                    m_data(data)
+    {
+    }
+
+    void flush()
+    {
+        if (m_handler != 0) {
+            g_source_remove(m_handler);
+            deferred_value_changed(this);
+        }
+    }
+
+    void value_changed(gdouble value)
+    {
+        m_value = value;
+        if (m_handler == 0) {
+            m_handler = g_idle_add(deferred_value_changed, this);
+        }
+    }
+
+    static void adjustment_value_changed(ui::Adjustment adjustment, DeferredAdjustment *self)
+    {
+        self->value_changed(gtk_adjustment_get_value(adjustment));
+    }
+};
 
-               if ( !listed ) {
-                       if ( !bFound ) {
-                               bFound = true;
-                               Sys_FPrintf( SYS_WRN, "Following shader files are not referenced in shaderlist.txt:\n" );
-                       }
-                       Sys_FPrintf( SYS_WRN, "%s\n", (char*)lst->data );
-               }
-       }
 
-       vfsClearFileDirList( &files );
-}
+class TextureBrowser;
 
-/*
-   ==================
-   BuildShaderList
-   build a CStringList of shader names
-   ==================
- */
-void BuildShaderList(){
-       int count;
-       char filename[1024];
-       char *pBuff;
-       char dirstring[NAME_MAX];
-       int nLen;
-       if ( l_shaderfiles != NULL ) {
-               g_slist_free( l_shaderfiles );
-               l_shaderfiles = NULL;
-       }
-
-       if ( g_pGameDescription->mGameFile != "hl.game" ) {
-               strcpy( filename, g_pGameDescription->mShaderlist.GetBuffer() );
-               count = vfsGetFileCount( filename, 0 );
-               if ( count == 0 ) {
-                       Sys_FPrintf( SYS_ERR, "Couldn't find '%s'\n", g_pGameDescription->mShaderlist.GetBuffer() );
-                       return;
-               }
-               // NOTE TTimo we use vfsGetFullPath solely to get the full path of the shader list we are gonna load
-               //   but we actually send the relative path to vfsLoadFile
-               //   so let's hope there is no disparity between the two functions
-               if ( !vfsGetFullPath( filename, 0, 0 ) ) {
-                       Sys_FPrintf( SYS_ERR, "Couldn't find full path for '%s'\n", g_pGameDescription->mShaderlist.GetBuffer() );
-                       return;
-               }
-               Sys_Printf( "Parsing shader files from %s\n", vfsGetFullPath( filename, 0, 0 ) );
-               nLen = vfsLoadFile( filename, reinterpret_cast<void**>( &pBuff ), 0 );
-               if ( nLen > 0 ) {
-                       StartTokenParsing( pBuff );
-                       nLen = 0;
-                       while ( GetToken( true ) )
-                       {
-                               GSList *tmp;
-                               bool found = false;
-
-                               // each token should be a shader filename
-                               sprintf( dirstring, "%s.shader", token );
-
-                               for ( tmp = l_shaderfiles; tmp != NULL; tmp = tmp->next )
-                               {
-                                       if ( !strcmp( dirstring, (char*)tmp->data ) ) {
-                                               found = true;
-                                               Sys_FPrintf( SYS_WRN, "duplicate entry \"%s\" in shaderlist.txt\n", (char*)tmp->data );
-                                               break;
-                                       }
-                               }
-
-                               if ( !found ) {
-                                       l_shaderfiles = g_slist_append( l_shaderfiles, strdup( dirstring ) );
-                                       nLen++;
-                               }
-                       }
-                       g_free( pBuff );
-               }
-       }
-}
+typedef ReferenceCaller<TextureBrowser, void(), TextureBrowser_queueDraw> TextureBrowserQueueDrawCaller;
 
-/*
-   ==================
-   FillTextureMenu
+void TextureBrowser_scrollChanged(void *data, gdouble value);
 
-   ==================
- */
-void ClearGSList( GSList* lst ){
-       GSList *p = lst;
-       while ( p )
-       {
-               free( p->data );
-               p = g_slist_remove( p, p->data );
-       }
-}
-
-void FillTextureMenu( GSList** pArray ){
-       GtkWidget *menu, *sep, *item; // point to the Textures GtkMenu and to the last separator
-       GList *lst;
-       GSList *texdirs = NULL;
-       GSList *texdirs_tmp = NULL;
-       GSList *p;
-       char dirRoot[NAME_MAX];
-
-       // delete everything
-       menu = GTK_WIDGET( g_object_get_data( G_OBJECT( g_qeglobals_gui.d_main_window ), "menu_textures" ) );
-       sep = GTK_WIDGET( g_object_get_data( G_OBJECT( g_qeglobals_gui.d_main_window ), "menu_textures_separator" ) );
-       lst = g_list_find( gtk_container_children( GTK_CONTAINER( menu ) ), sep );
-       while ( lst->next )
-       {
-               // these delete functions are recursive, it's gonna free all submenus
-               gtk_widget_destroy( GTK_WIDGET( lst->next->data ) );
-               // lst is no longer relevant, need to get it again
-               lst = g_list_find( gtk_container_children( GTK_CONTAINER( menu ) ), sep );
-       }
-
-       texture_nummenus = 0;
-
-       // add everything
-       if ( !g_qeglobals.d_project_entity ) {
-               return;
-       }
-
-       // scan texture dirs and pak files only if not restricting to shaderlist
-       if ( !g_PrefsDlg.m_bTexturesShaderlistOnly ) {
-               texdirs_tmp = vfsGetDirList( "textures/" );
-               for ( p = texdirs_tmp; p; p = g_slist_next( p ) )
-               {
-                       // Hydra: erm, this didn't used to do anything except leak memory...
-                       // For Halflife support this is required to work however.
-                       // g_slist_append(texdirs, p->data);
-                       texdirs = g_slist_append( texdirs, strdup( (char *)p->data ) );
-               }
-               vfsClearFileDirList( &texdirs_tmp );
-       }
-
-       // scan the shaders in shaderlist.txt
-       BuildShaderList();
-       PreloadShaders();
-       DumpUnreferencedShaders();
-       while ( l_shaderfiles != NULL )
-       {
-               char shaderfile[PATH_MAX];
-               gboolean found = FALSE;
-
-               ExtractFileName( (char*)l_shaderfiles->data, shaderfile );
-               StripExtension( shaderfile );
-               g_strdown( shaderfile );
-
-               for ( GSList *tmp = texdirs; tmp; tmp = g_slist_next( tmp ) )
-                       if ( !strcasecmp( (char*)tmp->data, shaderfile ) ) {
-                               found = TRUE;
-                               break;
-                       }
-
-               if ( !found ) {
-                       texdirs = g_slist_prepend( texdirs, strdup( shaderfile ) );
-               }
-
-               free( l_shaderfiles->data );
-               l_shaderfiles = g_slist_remove( l_shaderfiles, l_shaderfiles->data );
-       }
-
-       // sort the list
-       texdirs = g_slist_sort( texdirs, (GCompareFunc)strcmp );
-
-       GSList *temp = texdirs;
-       while ( temp )
-       {
-               char* ptr = strchr( (char*)temp->data, '_' );
-
-               // do we shrink the menus?
-               if ( ptr != NULL ) {
-                       // extract the root
-                       strcpy( dirRoot, (char*)temp->data );
-                       dirRoot[ptr - (char*)temp->data + 1] = 0;
-
-                       // we shrink only if we have at least two things to shrink :-)
-                       if ( temp->next && ( strstr( (char*)temp->next->data, dirRoot ) == (char*)temp->next->data ) ) {
-                               GtkWidget *pSubMenu = gtk_menu_new();
-                               GtkWidget *pSubMenuRef = pSubMenu;
-                               // keep going...
-                               do
-                               {
-                                       item = gtk_menu_item_new_with_label( (char*)temp->data );
-                                       gtk_widget_show( item );
-                                       CheckMenuSplitting( pSubMenu );
-                                       gtk_container_add( GTK_CONTAINER( pSubMenu ), item );
-                                       gtk_signal_connect( GTK_OBJECT( item ), "activate", GTK_SIGNAL_FUNC( HandleCommand ),
-                                                                               GINT_TO_POINTER( CMD_TEXTUREWAD + texture_nummenus ) );
-
-                                       strcpy( texture_menunames[texture_nummenus], (char*)temp->data );
-                                       strcat( texture_menunames[texture_nummenus], "/" );
-                                       if ( pArray ) {
-                                               *pArray = g_slist_append( *pArray, strdup( (char*)temp->data ) );
-                                       }
-                                       if ( ++texture_nummenus == MAX_TEXTUREDIRS ) {
-                                               Sys_Printf( "WARNING: max texture directories count has been reached!\n" );
-                                               // push submenu and get out
-                                               item = gtk_menu_item_new_with_label( dirRoot );
-                                               gtk_widget_show( item );
-                                               gtk_container_add( GTK_CONTAINER( menu ), item );
-                                               gtk_menu_item_set_submenu( GTK_MENU_ITEM( item ), pSubMenu );
-                                               ClearGSList( texdirs );
-                                               return;
-                                       }
-                                       temp = temp->next;
-                               }
-                               while ( temp && ( strstr( (char*)temp->data, dirRoot ) == temp->data ) );
-
-                               ptr = strchr( dirRoot, '_' );
-                               *ptr = 0;
-                               item = gtk_menu_item_new_with_label( dirRoot );
-                               gtk_widget_show( item );
-                               CheckMenuSplitting( menu );
-                               gtk_container_add( GTK_CONTAINER( menu ), item );
-                               gtk_menu_item_set_submenu( GTK_MENU_ITEM( item ), pSubMenuRef );
-                               continue;
-                       }
-               }
-
-               item = gtk_menu_item_new_with_label( (char*)temp->data );
-               gtk_widget_show( item );
-               CheckMenuSplitting( menu );
-               gtk_container_add( GTK_CONTAINER( menu ), item );
-               gtk_signal_connect( GTK_OBJECT( item ), "activate", GTK_SIGNAL_FUNC( HandleCommand ),
-                                                       GINT_TO_POINTER( CMD_TEXTUREWAD + texture_nummenus ) );
-
-               strcpy( texture_menunames[texture_nummenus], (char*)temp->data );
-               strcat( texture_menunames[texture_nummenus], "/" );
-               if ( pArray ) {
-                       *pArray = g_slist_append( *pArray, strdup( (char*)temp->data ) );
-               }
-               if ( ++texture_nummenus == MAX_TEXTUREDIRS ) {
-                       Sys_Printf( "WARNING: max texture directories count has been reached!\n" );
-                       ClearGSList( texdirs );
-                       return;
-               }
-
-               temp = temp->next;
-       }
-       ClearGSList( texdirs );
-}
 
-/*
-   ==============
-   Texture_ShowDirectory
-   relies on texture_directory global for the directory to use
-   called by
-   void Texture_ShowDirectory (int menunum, bool bLinked)
-   void        Texture_ShowDirectory (char* pPath, bool bLinked)
-   1) Load the shaders for the given directory
-   2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
-   NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
-   available through the IShaders interface
-   NOTE: for texture window layout:
-   all shaders are stored with alphabetical order after load
-   previously loaded and displayed stuff is hidden, only in-use and newly loaded is shown
-   ( the GL textures are not flushed though)
-   ==============
- */
-void Texture_ShowDirectory(){
-       char name[1024];
-       char dirstring[1024];
-       CString strTemp;
-       int shaders_count = 0;
-       int textures_count = 0;
-       GSList *files = NULL, *temp;
-
-       g_bScreenUpdates = false;
-
-       // refresh the in-use textures: that will clear the IsDisplayed flag on unused stuff
-       // and leave it on in-use so they'll still be displayed
-       Texture_ShowInuse();
-       // and textures loaded in the following lines will be displayed as well...
-       // NOTE: shaders that are not in use but have been loaded previously are still in memory. But they don't get displayed.
-
-       g_qeglobals.d_texturewin.originy = 0;
-       // load texture_directory.shader
-       // NOTE: because of above call to Texture_ClearInuse, g_ActiveShaders will have the newly loaded shaders only
-       // we'll use that later to check if textures have a shader associated or not
-       // NOTE: all shaders loaded through QERApp_LoadShadersFromDir will get their InUse flag to True, we'll need a call to Texture_ShowInUse for later cleanup/adjustment
-       // NOTE: QERApp_LoadShadersFromDir has two criterions for loading a shader:
-       //   the shaderfile is texture_directory (like "museum" will load everything in museum.shader)
-       //   the shader name contains texture_directory (like "base_floor" will load museum.shader::base_floor/concfloor_rain)
-       shaders_count = QERApp_LoadShadersFromDir( texture_directory );
-       // load remaining texture files
-       // if a texture is already in use to represent a shader, ignore it
-
-       // need this function "GSList *lst SynapseServer::GetMinorList(char *major_name);"
-
-       sprintf( dirstring, "textures/%s", texture_directory );
-       g_ImageManager.BeginExtensionsScan();
-       const char* ext;
-       while ( ( ext = g_ImageManager.GetNextExtension() ) != NULL )
-       {
-               files = g_slist_concat( files, vfsGetFileList( dirstring, ext ) );
-       }
-
-       for ( temp = files; temp; temp = temp->next )
-       {
-               sprintf( name, "%s%s", texture_directory, (char*)temp->data );
-
-               StripExtension( name );
-               strTemp = name;
-               strTemp.MakeLower();
-
-               if ( strTemp.Find( ".specular" ) >= 0 ||
-                        strTemp.Find( ".glow" ) >= 0 ||
-                        strTemp.Find( ".bump" ) >= 0 ||
-                        strTemp.Find( ".diffuse" ) >= 0 ||
-                        strTemp.Find( ".blend" ) >= 0 ||
-                        strTemp.Find( ".alpha" ) >= 0 ) {
-                       continue;
-               }
-
-               // avoid ever loading a texture name with spaces
-               if ( strTemp.Find( " " ) >= 0 ) {
-                       Sys_FPrintf( SYS_WRN, "WARNING: Skipping texture name with spaces [%s]\n", strTemp.GetBuffer() );
-                       continue;
-               }
-
-               // build a texture name that fits the conventions for qtexture_t::name
-               char stdName[1024];
-               sprintf( stdName, "textures/%s", name );
-               // check if this texture doesn't have a shader
-               if ( !QERApp_ActiveShader_ForTextureName( stdName ) ) {
-                       QERApp_CreateShader_ForTextureName( stdName );
-                       textures_count++;
-               }
-       }
-
-       Sys_Printf( "Loaded %d shaders and created default shader for %d orphan textures.\n",
-                               shaders_count, textures_count );
-
-       vfsClearFileDirList( &files );
-
-       // sort for displaying
-       QERApp_SortActiveShaders();
-
-       sprintf( name, "Textures: %s", texture_directory );
-       gtk_window_set_title( GTK_WINDOW( g_qeglobals_gui.d_entity ), name );
-
-       // select the first texture in the list
-       if ( !g_qeglobals.d_texturewin.texdef.GetName()[0] ) {
-               SelectTexture( 16, g_qeglobals.d_texturewin.height - 16, false );
-       }
-
-       g_bScreenUpdates = true;
-
-       Sys_UpdateWindows( W_TEXTURE );
+enum StartupShaders {
+    STARTUPSHADERS_NONE = 0,
+    STARTUPSHADERS_COMMON,
+};
+
+void TextureBrowser_hideUnusedExport(const Callback<void(bool)> &importer);
+
+typedef FreeCaller<void(const Callback<void(bool)> &), TextureBrowser_hideUnusedExport> TextureBrowserHideUnusedExport;
+
+void TextureBrowser_showShadersExport(const Callback<void(bool)> &importer);
+
+typedef FreeCaller<void(
+        const Callback<void(bool)> &), TextureBrowser_showShadersExport> TextureBrowserShowShadersExport;
+
+void TextureBrowser_showShaderlistOnly(const Callback<void(bool)> &importer);
+
+typedef FreeCaller<void(
+        const Callback<void(bool)> &), TextureBrowser_showShaderlistOnly> TextureBrowserShowShaderlistOnlyExport;
+
+void TextureBrowser_fixedSize(const Callback<void(bool)> &importer);
+
+typedef FreeCaller<void(const Callback<void(bool)> &), TextureBrowser_fixedSize> TextureBrowserFixedSizeExport;
+
+void TextureBrowser_filterMissing(const Callback<void(bool)> &importer);
+
+typedef FreeCaller<void(const Callback<void(bool)> &), TextureBrowser_filterMissing> TextureBrowserFilterMissingExport;
+
+void TextureBrowser_filterFallback(const Callback<void(bool)> &importer);
+
+typedef FreeCaller<void(
+        const Callback<void(bool)> &), TextureBrowser_filterFallback> TextureBrowserFilterFallbackExport;
+
+void TextureBrowser_enableAlpha(const Callback<void(bool)> &importer);
+
+typedef FreeCaller<void(const Callback<void(bool)> &), TextureBrowser_enableAlpha> TextureBrowserEnableAlphaExport;
+
+class TextureBrowser {
+public:
+    int width, height;
+    int originy;
+    int m_nTotalHeight;
+
+    CopiedString shader;
+
+    ui::Window m_parent{ui::null};
+    ui::GLArea m_gl_widget{ui::null};
+    ui::Widget m_texture_scroll{ui::null};
+    ui::TreeView m_treeViewTree{ui::New};
+    ui::TreeView m_treeViewTags{ui::null};
+    ui::Frame m_tag_frame{ui::null};
+    ui::ListStore m_assigned_store{ui::null};
+    ui::ListStore m_available_store{ui::null};
+    ui::TreeView m_assigned_tree{ui::null};
+    ui::TreeView m_available_tree{ui::null};
+    ui::Widget m_scr_win_tree{ui::null};
+    ui::Widget m_scr_win_tags{ui::null};
+    ui::Widget m_tag_notebook{ui::null};
+    ui::Button m_search_button{ui::null};
+    ui::Widget m_shader_info_item{ui::null};
+
+    std::set<CopiedString> m_all_tags;
+    ui::ListStore m_all_tags_list{ui::null};
+    std::vector<CopiedString> m_copied_tags;
+    std::set<CopiedString> m_found_shaders;
+
+    ToggleItem m_hideunused_item;
+    ToggleItem m_hidenotex_item;
+    ToggleItem m_showshaders_item;
+    ToggleItem m_showshaderlistonly_item;
+    ToggleItem m_fixedsize_item;
+    ToggleItem m_filternotex_item;
+    ToggleItem m_enablealpha_item;
+
+    guint m_sizeHandler;
+    guint m_exposeHandler;
+
+    bool m_heightChanged;
+    bool m_originInvalid;
+
+    DeferredAdjustment m_scrollAdjustment;
+    FreezePointer m_freezePointer;
+
+    Vector3 color_textureback;
+// the increment step we use against the wheel mouse
+    std::size_t m_mouseWheelScrollIncrement;
+    std::size_t m_textureScale;
+// make the texture increments match the grid changes
+    bool m_showShaders;
+    bool m_showTextureScrollbar;
+    StartupShaders m_startupShaders;
+// if true, the texture window will only display in-use shaders
+// if false, all the shaders in memory are displayed
+    bool m_hideUnused;
+    bool m_rmbSelected;
+    bool m_searchedTags;
+    bool m_tags;
+// The uniform size (in pixels) that textures are resized to when m_resizeTextures is true.
+    int m_uniformTextureSize;
+
+// Return the display width of a texture in the texture browser
+    int getTextureWidth(qtexture_t *tex)
+    {
+        int width;
+        if (!g_TextureBrowser_fixedSize) {
+            // Don't use uniform size
+            width = (int) (tex->width * ((float) m_textureScale / 100));
+        } else if
+                (tex->width >= tex->height) {
+            // Texture is square, or wider than it is tall
+            width = m_uniformTextureSize;
+        } else {
+            // Otherwise, preserve the texture's aspect ratio
+            width = (int) (m_uniformTextureSize * ((float) tex->width / tex->height));
+        }
+        return width;
+    }
+
+// Return the display height of a texture in the texture browser
+    int getTextureHeight(qtexture_t *tex)
+    {
+        int height;
+        if (!g_TextureBrowser_fixedSize) {
+            // Don't use uniform size
+            height = (int) (tex->height * ((float) m_textureScale / 100));
+        } else if (tex->height >= tex->width) {
+            // Texture is square, or taller than it is wide
+            height = m_uniformTextureSize;
+        } else {
+            // Otherwise, preserve the texture's aspect ratio
+            height = (int) (m_uniformTextureSize * ((float) tex->height / tex->width));
+        }
+        return height;
+    }
+
+    TextureBrowser() :
+            m_texture_scroll(ui::null),
+            m_hideunused_item(TextureBrowserHideUnusedExport()),
+            m_hidenotex_item(TextureBrowserFilterFallbackExport()),
+            m_showshaders_item(TextureBrowserShowShadersExport()),
+            m_showshaderlistonly_item(TextureBrowserShowShaderlistOnlyExport()),
+            m_fixedsize_item(TextureBrowserFixedSizeExport()),
+            m_filternotex_item(TextureBrowserFilterMissingExport()),
+            m_enablealpha_item(TextureBrowserEnableAlphaExport()),
+            m_heightChanged(true),
+            m_originInvalid(true),
+            m_scrollAdjustment(TextureBrowser_scrollChanged, this),
+            color_textureback(0.25f, 0.25f, 0.25f),
+            m_mouseWheelScrollIncrement(64),
+            m_textureScale(50),
+            m_showShaders(true),
+            m_showTextureScrollbar(true),
+            m_startupShaders(STARTUPSHADERS_NONE),
+            m_hideUnused(false),
+            m_rmbSelected(false),
+            m_searchedTags(false),
+            m_tags(false),
+            m_uniformTextureSize(96)
+    {
+    }
+};
+
+void ( *TextureBrowser_textureSelected )(const char *shader);
+
+
+void TextureBrowser_updateScroll(TextureBrowser &textureBrowser);
+
+
+const char *TextureBrowser_getComonShadersName()
+{
+    const char *value = g_pGameDescription->getKeyValue("common_shaders_name");
+    if (!string_empty(value)) {
+        return value;
+    }
+    return "Common";
 }
 
-/*
-   ==============
-   Texture_ShowDirectory
-   1) Load the shaders for the given directory
-   2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
-   NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
-   available through the IShaders interface
-   ==============
- */
-void Texture_ShowDirectory( int menunum ){
-       strcpy( texture_directory, texture_menunames[menunum - CMD_TEXTUREWAD] );
-       Texture_ShowDirectory();
+const char *TextureBrowser_getComonShadersDir()
+{
+    const char *value = g_pGameDescription->getKeyValue("common_shaders_dir");
+    if (!string_empty(value)) {
+        return value;
+    }
+    return "common/";
 }
 
-// scroll origin so the current texture is completely on screen
-// if current texture is not displayed, nothing is changed
-void Texture_ResetPosition(){
-       qtexture_t  *q;
-       int x,y;
-
-       //this shouldn't ever happen, we startup with notex
-       if ( !g_qeglobals.d_texturewin.texdef.GetName()[0] ) {
-               return;
-       }
-
-       // otherwise position with current texture shown
-       // this used to be in Texture_SetTexture
-       Texture_StartPos();
-       while ( 1 )
-       {
-               // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
-               Texture_NextPos( &x, &y );
-               q = current_texture;
-               // if the current texture never found (because // 'show shaders' is off,
-               // for example), do nothing
-               if ( !q ) {
-                       break;
-               }
-
-               int nHeight = (int)( q->height * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
-               // we have found when texdef->name and the shader name match
-               // NOTE: as everywhere else for our comparisons, we are not case sensitive
-               if ( !strcmpi( g_qeglobals.d_texturewin.texdef.GetName(), pCurrentShader->getName() ) ) {
-                       // take care of calls before initialized
-                       if ( !g_qeglobals.d_texturewin.height ) {
-                               g_qeglobals.d_texturewin.originy = 0;
-                               break;
-                       }
-                       // if the bottom of our selected texture will fit with origin 0, use that
-                       // to prevent scrolling uglyness (stuff scrolled off screen when
-                       // everything would fit)
-                       if ( -( y - nHeight - 2 * FONT_HEIGHT ) <  g_qeglobals.d_texturewin.height ) {
-                               g_qeglobals.d_texturewin.originy = 0;
-                               break;
-                       }
-                       // if current is off the top of the window, move it to the top
-                       if ( y > g_qeglobals.d_texturewin.originy ) {
-                               g_qeglobals.d_texturewin.originy = y;
-                               break;
-                       }
-
-                       // if current is off the bottom, put it on the bottom
-                       if ( y - nHeight - 2 * FONT_HEIGHT < g_qeglobals.d_texturewin.originy - g_qeglobals.d_texturewin.height ) {
-                               g_qeglobals.d_texturewin.originy = y - nHeight - 2 * FONT_HEIGHT + g_qeglobals.d_texturewin.height;
-                               break;
-                       }
-                       // if we made it here, it should already be in view
-                       break;
-               }
-       }
-       Sys_UpdateWindows( W_TEXTURE );
+inline int TextureBrowser_fontHeight(TextureBrowser &textureBrowser)
+{
+    return GlobalOpenGL().m_font->getPixelHeight();
 }
 
-/*
-   ==============
-   Texture_ShowAll
-   will set the IsDisplayed flag on all the active shaders, so we see everything that's currently in memory
-   ==============
- */
-void Texture_ShowAll(){
-       char name[1024];
+const char *TextureBrowser_GetSelectedShader(TextureBrowser &textureBrowser)
+{
+    return textureBrowser.shader.c_str();
+}
 
-#ifdef _DEBUG
-       if ( g_bShowAllShaders ) {
-               Sys_Printf( "WARNING: already showing all shaders\n" );
-       }
-#endif
-       QERApp_ActiveShaders_SetDisplayed( true );
-       g_bShowAllShaders = true;
-       // put some information in the texture window title?
-       sprintf( name, "Textures: in use" );
-       gtk_window_set_title( GTK_WINDOW( g_qeglobals_gui.d_entity ), name );
-       Sys_UpdateWindows( W_TEXTURE );
+void TextureBrowser_SetStatus(TextureBrowser &textureBrowser, const char *name)
+{
+    IShader *shader = QERApp_Shader_ForName(name);
+    qtexture_t *q = shader->getTexture();
+    StringOutputStream strTex(256);
+    strTex << name << " W: " << Unsigned(q->width) << " H: " << Unsigned(q->height);
+    shader->DecRef();
+    g_pParentWnd->SetStatusText(g_pParentWnd->m_texture_status, strTex.c_str());
 }
 
-/*
-   ==============
-   Texture_ShowInuse
-   clear all IsDisplayed flags
-   scan the map, set IsInUse (will set IsDisplayed on the way)
-   NOTE: don't sort the textures, don't update the windows (it's used in several contexts, not always necessary to do either)
-   ==============
- */
-void WINAPI Texture_ShowInuse( void ){
-       face_t  *f;
-       brush_t *b;
-       char name[1024];
-
-       g_qeglobals.d_texturewin.originy = 0;
-
-       // purge
-       QERApp_ActiveShaders_SetDisplayed( false );
-       // scan and only display in-use stuff
-       Sys_Status( "Selecting active textures", 0 );
-
-       for ( b = active_brushes.next ; b != NULL && b != &active_brushes ; b = b->next )
-       {
-               if ( b->patchBrush ) {
-                       b->pPatch->pShader->SetInUse( true );
-               }
-               else
-               {
-                       for ( f = b->brush_faces ; f ; f = f->next )
-                       {
-                               f->pShader->SetInUse( true );
-                       }
-               }
-       }
-       for ( b = selected_brushes.next ; b != NULL && b != &selected_brushes ; b = b->next )
-       {
-               if ( b->patchBrush ) {
-                       b->pPatch->pShader->SetInUse( true );
-               }
-               else
-               {
-                       for ( f = b->brush_faces ; f ; f = f->next )
-                       {
-                               f->pShader->SetInUse( true );
-                       }
-               }
-       }
-
-       // we are no longer showing everything
-       g_bShowAllShaders = false;
-       // put some information in the texture window title?
-       sprintf( name, "Textures: in use" );
-       gtk_window_set_title( GTK_WINDOW( g_qeglobals_gui.d_entity ), name );
-
-
-       // select the first texture in the list
-       if ( !g_qeglobals.d_texturewin.texdef.GetName()[0] ) {
-               SelectTexture( 16, g_qeglobals.d_texturewin.height - 16, false );
-       }
-}
-
-void Texture_ShowStartupShaders(){
-       if ( g_PrefsDlg.m_nShader == PrefsDlg::SHADER_COMMON ) {
-               // RIANT
-               // HACK FOR JK2 SUPPORT
-               if ( g_pGameDescription->mGameFile == "jk2.game" || g_pGameDescription->mGameFile == "ja.game" ) {
-                       strcpy( texture_directory, "system/" );
-               }
-               // RIANT
-               // HACK FOR SOF2 SUPPORT
-               else if ( g_pGameDescription->mGameFile == "sof2.game" ) {
-                       strcpy( texture_directory, "tools/" );
-               }
-               else{ strcpy( texture_directory, "common/" ); }
-               Texture_ShowDirectory();
-       }
-
-       if ( g_PrefsDlg.m_nShader == PrefsDlg::SHADER_ALL ) {
-               int count;
-               char filename[1024];
-               char   *pBuff;
-               char dirstring[NAME_MAX];
-               int nLen;
-               GSList *shaderfiles = NULL;
-
-               strcpy( filename, g_pGameDescription->mShaderlist.GetBuffer() );
-               count = vfsGetFileCount( filename, 0 );
-               if ( count == 0 ) {
-                       Sys_FPrintf( SYS_ERR, "Couldn't find '%s'\n", g_pGameDescription->mShaderlist.GetBuffer() );
-                       return;
-               }
-
-               if ( !vfsGetFullPath( filename, 0, 0 ) ) {
-                       Sys_FPrintf( SYS_ERR, "Couldn't find full path for '%s'\n", g_pGameDescription->mShaderlist.GetBuffer() );
-                       return;
-               }
-
-               Sys_Printf( "Parsing shader files from %s\n", vfsGetFullPath( filename, 0, 0 ) );
-               nLen = vfsLoadFile( filename, reinterpret_cast<void**>( &pBuff ), 0 );
-               if ( nLen > 0 ) {
-                       StartTokenParsing( pBuff );
-                       nLen = 0;
-                       while ( GetToken( true ) )
-                       {
-                               GSList *tmp;
-                               bool found = false;
-
-                               // each token should be a shader filename
-                               sprintf( dirstring, "%s.shader", token );
-
-                               for ( tmp = shaderfiles; tmp != NULL; tmp = tmp->next )
-                               {
-                                       if ( !strcmp( dirstring, (char*)tmp->data ) ) {
-                                               found = true;
-                                               Sys_FPrintf( SYS_WRN, "duplicate entry \"%s\" in shaderlist.txt\n", (char*)tmp->data );
-                                               break;
-                                       }
-                               }
-
-                               if ( !found ) {
-                                       shaderfiles = g_slist_append( l_shaderfiles, strdup( dirstring ) );
-                                       strcpy( texture_directory, dirstring );
-                                       Texture_ShowDirectory();
-                                       nLen++;
-                               }
-                       }
-                       g_free( pBuff );
-               }
-       }
+void TextureBrowser_Focus(TextureBrowser &textureBrowser, const char *name);
+
+void TextureBrowser_SetSelectedShader(TextureBrowser &textureBrowser, const char *shader)
+{
+    textureBrowser.shader = shader;
+    TextureBrowser_SetStatus(textureBrowser, shader);
+    TextureBrowser_Focus(textureBrowser, shader);
+
+    if (FindTextureDialog_isOpen()) {
+        FindTextureDialog_selectTexture(shader);
+    }
+
+    // disable the menu item "shader info" if no shader was selected
+    IShader *ishader = QERApp_Shader_ForName(shader);
+    CopiedString filename = ishader->getShaderFileName();
+
+    if (filename.empty()) {
+        if (textureBrowser.m_shader_info_item != NULL) {
+            gtk_widget_set_sensitive(textureBrowser.m_shader_info_item, FALSE);
+        }
+    } else {
+        gtk_widget_set_sensitive(textureBrowser.m_shader_info_item, TRUE);
+    }
+
+    ishader->DecRef();
 }
 
+
+CopiedString g_TextureBrowser_currentDirectory;
+
 /*
    ============================================================================
 
    TEXTURE LAYOUT
 
    TTimo: now based on a rundown through all the shaders
-   nActiveShadersCount: number of shader that have a qtexture_t and may be displayed in the tex window
-   nCurrentShader: index of active shader that has the current_texture
-   pCurrentShader: IShader* for current shader
    NOTE: we expect the Active shaders count doesn't change during a Texture_StartPos .. Texture_NextPos cycle
    otherwise we may need to rely on a list instead of an array storage
    ============================================================================
  */
 
-void Texture_StartPos( void ){
-       //++timo TODO: check use of current_texture and current_row?
-       current_x = 8;
-       current_y = -8;
-       current_row = 0;
-       nActiveShadersCount = QERApp_GetActiveShaderCount();
-       nCurrentShader = -1;
-       current_texture = NULL;
-       pCurrentShader = NULL;
+class TextureLayout {
+public:
+// texture layout functions
+// TTimo: now based on shaders
+    int current_x, current_y, current_row;
+};
+
+void Texture_StartPos(TextureLayout &layout)
+{
+    layout.current_x = 8;
+    layout.current_y = -8;
+    layout.current_row = 0;
+}
+
+void Texture_NextPos(TextureBrowser &textureBrowser, TextureLayout &layout, qtexture_t *current_texture, int *x, int *y)
+{
+    qtexture_t *q = current_texture;
+
+    int nWidth = textureBrowser.getTextureWidth(q);
+    int nHeight = textureBrowser.getTextureHeight(q);
+    if (layout.current_x + nWidth > textureBrowser.width - 8 &&
+        layout.current_row) { // go to the next row unless the texture is the first on the row
+        layout.current_x = 8;
+        layout.current_y -= layout.current_row + TextureBrowser_fontHeight(textureBrowser) + 4;
+        layout.current_row = 0;
+    }
+
+    *x = layout.current_x;
+    *y = layout.current_y;
+
+    // Is our texture larger than the row? If so, grow the
+    // row height to match it
+
+    if (layout.current_row < nHeight) {
+        layout.current_row = nHeight;
+    }
+
+    // never go less than 96, or the names get all crunched up
+    layout.current_x += nWidth < 96 ? 96 : nWidth;
+    layout.current_x += 8;
+}
+
+bool TextureSearch_IsShown(const char *name)
+{
+    std::set<CopiedString>::iterator iter;
+
+    iter = GlobalTextureBrowser().m_found_shaders.find(name);
+
+    if (iter == GlobalTextureBrowser().m_found_shaders.end()) {
+        return false;
+    } else {
+        return true;
+    }
 }
 
 // if texture_showinuse jump over non in-use textures
-// it's not very clear what should be done here and what in Texture_Draw .. maybe merging the two would do good
-IShader* Texture_NextPos( int *x, int *y ){
-       qtexture_t* q;
-       while ( 1 )
-       {
-               if ( nCurrentShader >= nActiveShadersCount - 1 ) {
-                       // no more shaders
-                       current_texture = NULL;
-                       pCurrentShader = NULL;
-                       return NULL;
-               }
-               nCurrentShader++;
-               pCurrentShader = QERApp_ActiveShader_ForIndex( nCurrentShader );
-               if ( pCurrentShader == NULL ) {
-                       Sys_Printf( "ERROR: unexpected pCurrentShader == NULL in Texture_NextPos\n" );
-                       return NULL;
-               }
-               current_texture = pCurrentShader->getTexture();
-               q = current_texture;
-
-               if ( !q ) {
-                       Sys_Printf( "WARNING: found an IShader without qtexture_t in Texture_NextPos\n" );
-                       return NULL;
-               }
-
-               /*
-                  Never show anything other than "textures/" path,
-                  This is for q1/q2/q3 .map format, which expects "textures/" path on everything we apply
-                */
-               if ( strncmp( pCurrentShader->getName(), "textures/", 9 ) != 0 ) {
-                       continue;
-               }
-
-               // don't show shaders?
-               if ( !( g_PrefsDlg.m_bShowShaders || pCurrentShader->IsDefault() ) ) {
-                       continue;
-               }
-
-               if ( g_PrefsDlg.m_bTextureWindow ) {
-                       // some basic filtering
-                       if ( !g_pParentWnd->GetTexWnd()->CheckFilter( pCurrentShader->getName() ) ) {
-                               continue;
-                       }
-               }
-
-               //++timo FIXME: texture_showinuse is useless? with the menu and reload we just refresh the IsDisplayed flag
-               // but the IsInUse is only relevant to draw the green outline
-               if ( pCurrentShader->IsDisplayed() ) {
-                       break;
-               }
-
-               continue;
-       }
-
-       int nWidth = (int)( q->width * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
-       int nHeight = (int)( q->height * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
-       if ( current_x + nWidth > g_qeglobals.d_texturewin.width - 8 && current_row ) { // go to the next row unless the texture is the first on the row
-               current_x = 8;
-               current_y -= current_row + FONT_HEIGHT + 4;
-               current_row = 0;
-       }
-
-       *x = current_x;
-       *y = current_y;
-
-       // Is our texture larger than the row? If so, grow the
-       // row height to match it
-
-       if ( current_row < nHeight ) {
-               current_row = nHeight;
-       }
-
-       // never go less than 64, or the names get all crunched up
-       current_x += nWidth < 64 ? 64 : nWidth;
-       current_x += 8;
-
-       return pCurrentShader;
+bool Texture_IsShown(IShader *shader, bool show_shaders, bool hideUnused)
+{
+    // filter missing shaders
+    // ugly: filter on built-in fallback name after substitution
+    if (g_TextureBrowser_filterMissing) {
+        if (isMissing(shader->getTexture()->name)) {
+            return false;
+        }
+    }
+    // filter the fallback (notex/shadernotex) for missing shaders or editor image
+    if (g_TextureBrowser_filterFallback) {
+        if (isNotex(shader->getName())) {
+            return false;
+        }
+        if (isNotex(shader->getTexture()->name)) {
+            return false;
+        }
+    }
+
+    if (g_TextureBrowser_currentDirectory == "Untagged") {
+        std::set<CopiedString>::iterator iter;
+
+        iter = GlobalTextureBrowser().m_found_shaders.find(shader->getName());
+
+        if (iter == GlobalTextureBrowser().m_found_shaders.end()) {
+            return false;
+        } else {
+            return true;
+        }
+    }
+
+    if (!shader_equal_prefix(shader->getName(), "textures/")) {
+        return false;
+    }
+
+    if (!show_shaders && !shader->IsDefault()) {
+        return false;
+    }
+
+    if (hideUnused && !shader->IsInUse()) {
+        return false;
+    }
+
+    if (GlobalTextureBrowser().m_searchedTags) {
+        if (!TextureSearch_IsShown(shader->getName())) {
+            return false;
+        } else {
+            return true;
+        }
+    } else {
+        if (!shader_equal_prefix(shader_get_textureName(shader->getName()),
+                                 g_TextureBrowser_currentDirectory.c_str())) {
+            return false;
+        }
+    }
+
+    return true;
 }
 
-/*
-   ============================================================================
+void TextureBrowser_heightChanged(TextureBrowser &textureBrowser)
+{
+    textureBrowser.m_heightChanged = true;
 
-   MOUSE ACTIONS
+    TextureBrowser_updateScroll(textureBrowser);
+    TextureBrowser_queueDraw(textureBrowser);
+}
 
-   ============================================================================
- */
+void TextureBrowser_evaluateHeight(TextureBrowser &textureBrowser)
+{
+    if (textureBrowser.m_heightChanged) {
+        textureBrowser.m_heightChanged = false;
+
+        textureBrowser.m_nTotalHeight = 0;
+
+        TextureLayout layout;
+        Texture_StartPos(layout);
+        for (QERApp_ActiveShaders_IteratorBegin(); !QERApp_ActiveShaders_IteratorAtEnd(); QERApp_ActiveShaders_IteratorIncrement()) {
+            IShader *shader = QERApp_ActiveShaders_IteratorCurrent();
+
+            if (!Texture_IsShown(shader, textureBrowser.m_showShaders, textureBrowser.m_hideUnused)) {
+                continue;
+            }
+
+            int x, y;
+            Texture_NextPos(textureBrowser, layout, shader->getTexture(), &x, &y);
+            textureBrowser.m_nTotalHeight = std::max(textureBrowser.m_nTotalHeight,
+                                                     abs(layout.current_y) + TextureBrowser_fontHeight(textureBrowser) +
+                                                     textureBrowser.getTextureHeight(shader->getTexture()) + 4);
+        }
+    }
+}
 
-static int textures_cursorx, textures_cursory;
+int TextureBrowser_TotalHeight(TextureBrowser &textureBrowser)
+{
+    TextureBrowser_evaluateHeight(textureBrowser);
+    return textureBrowser.m_nTotalHeight;
+}
 
-/*
-   ============
-   Texture_SetTexture
+inline const int &min_int(const int &left, const int &right)
+{
+    return std::min(left, right);
+}
 
-   brushprimit_texdef must be understood as a qtexture_t with width=2 height=2 ( the default one )
-   ============
- */
+void TextureBrowser_clampOriginY(TextureBrowser &textureBrowser)
+{
+    if (textureBrowser.originy > 0) {
+        textureBrowser.originy = 0;
+    }
+    int lower = min_int(textureBrowser.height - TextureBrowser_TotalHeight(textureBrowser), 0);
+    if (textureBrowser.originy < lower) {
+        textureBrowser.originy = lower;
+    }
+}
 
-//++timo NOTE: this is a mix of Shader module stuff and texture explorer
-// it might need to be split in parts or moved out .. dunno
-void WINAPI Texture_SetTexture( texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale, IPluginTexdef *pTexdef, bool bSetSelection ){
-       if ( texdef->GetName()[0] == '(' ) {
-               Sys_Status( "Can't select an entity texture", 0 );
-               return;
-       }
-       g_qeglobals.d_texturewin.texdef = *texdef;
-       g_qeglobals.d_texturewin.texdef.flags &= ~SURF_KEEP;
-       g_qeglobals.d_texturewin.texdef.contents &= ~CONTENTS_KEEP;
-       // store the shader pointer
-       // NOTE: maybe passing the shader pointer would help?
-       g_qeglobals.d_texturewin.pShader->DecRef();
-       g_qeglobals.d_texturewin.pShader = QERApp_Shader_ForName( texdef->GetName() );
-       g_qeglobals.d_texturewin.pShader->IncRef();
-       // set this shader as in use
-       g_qeglobals.d_texturewin.pShader->SetInUse( true );
-       // store the texture coordinates for new brush primitive mode
-       // be sure that all the callers are using the default 2x2 texture
-       if ( g_qeglobals.m_bBrushPrimitMode ) {
-               g_qeglobals.d_texturewin.brushprimit_texdef = *brushprimit_texdef;
-       }
-
-       g_dlgFind.updateTextures( texdef->GetName() );
-       if ( !g_dlgFind.isOpen() && bSetSelection ) {
-               Select_SetTexture( texdef,brushprimit_texdef,bFitScale );
-       }
-
-       //plugins: send a message telling that the selected texture may have changed
-       DispatchRadiantMsg( RADIANT_TEXTURE );
-
-       // scroll origin so the texture is completely on screen
-       // takes texdef from g_qeglobals.d_texturewin.texdef, set above
-       Texture_ResetPosition();
-}
-
-void ViewShader( const char *pFile, const char *pName ){
-       //  ask the vfs to build the full path to the file
-       // (i.e. the first one found)
-       char *fullName = vfsGetFullPath( pFile,0,0 );
-       if ( fullName == NULL ) {
-               Sys_FPrintf( SYS_ERR, "Couldn't get a full path to the shader file: %s\n", pFile );
-               return;
-       }
-
-       char* pBuff = NULL;
-       int nSize = vfsLoadFullPathFile( fullName, reinterpret_cast<void**>( &pBuff ) );
-       if ( nSize <= 0 ) {
-               Sys_FPrintf( SYS_ERR, "Failed to load shader file %s\n", fullName );
-               return;
-       }
-       // look for the shader declaration
-       int nStart;
-       CString strFind = pName;
-       CString strLook = pBuff;
-       strLook.MakeLower();
-       strFind.MakeLower();
-       // offset used when jumping over commented out definitions
-       int nOffset = 0;
-       while ( true )
-       {
-               nStart = strLook.Find( strFind, nOffset );
-               if ( nStart == -1 ) {
-                       break;
-               }
-               // we have found something, maybe it's a commented out shader name?
-               char *strCheck = new char[strLook.GetLength() + 1];
-               strcpy( strCheck, strLook.GetBuffer() );
-               strCheck[nStart] = 0;
-               char *pCheck = strrchr( strCheck, '\n' );
-               // if there's a commentary sign in-between we'll continue
-               if ( pCheck && strstr( pCheck, "//" ) ) {
-                       delete[] strCheck;
-                       nOffset = nStart + 1;
-                       continue;
-               }
-               delete[] strCheck;
-               nOffset = nStart;
-               break;
-       }
-       // now close the file
-       g_free( pBuff );
-
-       DoTextEditor( fullName, nOffset );
+int TextureBrowser_getOriginY(TextureBrowser &textureBrowser)
+{
+    if (textureBrowser.m_originInvalid) {
+        textureBrowser.m_originInvalid = false;
+        TextureBrowser_clampOriginY(textureBrowser);
+        TextureBrowser_updateScroll(textureBrowser);
+    }
+    return textureBrowser.originy;
 }
 
-/*
-   ==============
-   SelectTexture
+void TextureBrowser_setOriginY(TextureBrowser &textureBrowser, int originy)
+{
+    textureBrowser.originy = originy;
+    TextureBrowser_clampOriginY(textureBrowser);
+    TextureBrowser_updateScroll(textureBrowser);
+    TextureBrowser_queueDraw(textureBrowser);
+}
 
-   By mouse click
-   ==============
- */
-void SelectTexture( int mx, int my, bool bShift, bool bFitScale ){
-       int x, y;
-       qtexture_t  *q;
-       texdef_t tex;
-       brushprimit_texdef_t brushprimit_tex;
-
-       my += g_qeglobals.d_texturewin.originy - g_qeglobals.d_texturewin.height;
-
-       Texture_StartPos();
-       while ( 1 )
-       {
-               // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
-               Texture_NextPos( &x, &y );
-               q = current_texture;
-               if ( !q ) {
-                       break;
-               }
-               int nWidth = (int)( q->width * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
-               int nHeight = (int)( q->height * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
-               if ( mx > x && mx - x < nWidth
-                        && my < y && y - my < nHeight + FONT_HEIGHT ) {
-                       if ( bShift ) {
-                               if ( pCurrentShader->IsDefault() ) {
-                                       Sys_Printf( "ERROR: %s is not a shader, it's a texture.\n", pCurrentShader->getName() );
-                               }
-                               else{
-                                       ViewShader( pCurrentShader->getShaderFileName(), pCurrentShader->getName() );
-                               }
-                       }
-                       else
-                       {
-                               memset( &tex, 0, sizeof( tex ) );
-                               memset( &brushprimit_tex, 0, sizeof( brushprimit_tex ) );
-                               if ( g_qeglobals.m_bBrushPrimitMode ) {
-                                       // brushprimit fitted to a 2x2 texture
-                                       brushprimit_tex.coords[0][0] = 1.0f;
-                                       brushprimit_tex.coords[1][1] = 1.0f;
-                               }
-                               else
-                               {
-                                       tex.scale[0] = g_PrefsDlg.m_fDefTextureScale;
-                                       tex.scale[1] = g_PrefsDlg.m_fDefTextureScale;
-                               }
-                               tex.flags = pCurrentShader->getFlags();
-                               // TTimo - shader code cleanup
-                               // texdef.name is the name of the shader, not the name of the actual texture file
-                               tex.SetName( pCurrentShader->getName() );
-                               // NOTE WARNING: Texture_SetTexture uses Texture_NextPos stuff to move the window position on to the texture
-                               // if there's some kind of fuckup in Texture_SetTexture you may end up with different pCurrentShader or even pCurrentShader == NULL
-                               // so we just consider pCurrentShader and current_texture are not valid after this point
-                               IShader *pAuxShader = pCurrentShader;
-                               Texture_SetTexture( &tex, &brushprimit_tex, bFitScale, NULL ); // Nurail
-                               CString strTex;
-                               CString strName;
-                               // if shader, print shader name, otherwise texture name
-                               //++timo FIXME: maybe CShader needs some properties between color / default / actual shader
-#ifdef _DEBUG
-                               // this one is never supposed to be set as current one
-                               if ( pAuxShader->IsColor() ) {
-                                       Sys_Printf( "ERROR: unexpected pCurrentShader->IsColor() in SelectTexture\n" );
-                               }
-#endif
-                               // NOTE: IsColor is false, IsDefault the only remaining property
-                               if ( pAuxShader->IsDefault() ) {
-                                       strName = q->name;
-                                       // remove the "textures/" if needed
-                                       if ( strName.Find( "textures/" ) != -1 ) {
-                                               strName = strName.Mid( 9 );
-                                       }
-                               }
-                               else
-                               {
-                                       strName = pAuxShader->getName();
-                               }
-                               strTex.Format( "%s W: %i H: %i", strName.GetBuffer(), q->width, q->height );
-                               g_pParentWnd->SetStatusText( 3, strTex );
-                       }
-                       return;
-               }
-       }
-
-       Sys_Status( "Did not select a texture", 0 );
+
+Signal0 g_activeShadersChangedCallbacks;
+
+void TextureBrowser_addActiveShadersChangedCallback(const SignalHandler &handler)
+{
+    g_activeShadersChangedCallbacks.connectLast(handler);
 }
 
-/*
-   ==============
-   Texture_MouseDown
-   ==============
- */
-void Texture_MouseDown( int x, int y, int buttons ){
-       Sys_GetCursorPos( &textures_cursorx, &textures_cursory );
+void TextureBrowser_constructTreeStore();
+
+class ShadersObserver : public ModuleObserver {
+    Signal0 m_realiseCallbacks;
+public:
+    void realise()
+    {
+        m_realiseCallbacks();
+        TextureBrowser_constructTreeStore();
+    }
+
+    void unrealise()
+    {
+    }
+
+    void insert(const SignalHandler &handler)
+    {
+        m_realiseCallbacks.connectLast(handler);
+    }
+};
+
+namespace {
+    ShadersObserver g_ShadersObserver;
+}
+
+void TextureBrowser_addShadersRealiseCallback(const SignalHandler &handler)
+{
+    g_ShadersObserver.insert(handler);
+}
+
+void TextureBrowser_activeShadersChanged(TextureBrowser &textureBrowser)
+{
+    TextureBrowser_heightChanged(textureBrowser);
+    textureBrowser.m_originInvalid = true;
 
-       // lbutton = select texture
-       if ( buttons == MK_LBUTTON || buttons == ( MK_LBUTTON | MK_SHIFT ) || buttons == ( MK_LBUTTON | MK_CONTROL ) ) {
-               SelectTexture( x, g_qeglobals.d_texturewin.height - 1 - y, buttons & MK_SHIFT, buttons & MK_CONTROL );
-               UpdateSurfaceDialog();
-               UpdatePatchInspector();
-       }
+    g_activeShadersChangedCallbacks();
 }
 
+struct TextureBrowser_ShowScrollbar {
+    static void Export(const TextureBrowser &self, const Callback<void(bool)> &returnz)
+    {
+        returnz(self.m_showTextureScrollbar);
+    }
+
+    static void Import(TextureBrowser &self, bool value)
+    {
+        self.m_showTextureScrollbar = value;
+        if (self.m_texture_scroll) {
+            self.m_texture_scroll.visible(self.m_showTextureScrollbar);
+            TextureBrowser_updateScroll(self);
+        }
+    }
+};
+
+
 /*
    ==============
-   Texture_MouseMoved
+   TextureBrowser_ShowDirectory
+   relies on texture_directory global for the directory to use
+   1) Load the shaders for the given directory
+   2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
+   NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
+   available through the IShaders interface
+   NOTE: for texture window layout:
+   all shaders are stored with alphabetical order after load
+   previously loaded and displayed stuff is hidden, only in-use and newly loaded is shown
+   ( the GL textures are not flushed though)
    ==============
  */
 
-void Texture_MouseMoved( int x, int y, int buttons ){
-       int scale = 1;
-
-       if ( buttons & MK_SHIFT ) {
-               scale = 4;
-       }
-
-       // rbutton = drag texture origin
-       if ( buttons & MK_RBUTTON ) {
-               Sys_GetCursorPos( &x, &y );
-               if ( y != textures_cursory ) {
-                       g_qeglobals.d_texturewin.originy += ( y - textures_cursory ) * scale;
-                       if ( g_qeglobals.d_texturewin.originy > 0 ) {
-                               g_qeglobals.d_texturewin.originy = 0;
-                       }
-                       Sys_SetCursorPos( textures_cursorx, textures_cursory );
-
-                       // (g_PrefsDlg.m_bTextureScrollbar && g_qeglobals_gui.d_texture_scroll != NULL)
-                       // fixes broken texture scrolling when scrollbar is disabled
-                       GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
-                       gtk_adjustment_set_value( vadjustment, abs( g_qeglobals.d_texturewin.originy ) );
-                       //
-               }
-               return;
-       }
+bool endswith(const char *haystack, const char *needle)
+{
+    size_t lh = strlen(haystack);
+    size_t ln = strlen(needle);
+    if (lh < ln) {
+        return false;
+    }
+    return !memcmp(haystack + (lh - ln), needle, ln);
 }
 
-/*
-   ============================================================================
+bool texture_name_ignore(const char *name)
+{
+    StringOutputStream strTemp(string_length(name));
+    strTemp << LowerCase(name);
+
+    return
+            endswith(strTemp.c_str(), ".specular") ||
+            endswith(strTemp.c_str(), ".glow") ||
+            endswith(strTemp.c_str(), ".bump") ||
+            endswith(strTemp.c_str(), ".diffuse") ||
+            endswith(strTemp.c_str(), ".blend") ||
+            endswith(strTemp.c_str(), ".alpha") ||
+            endswith(strTemp.c_str(), "_norm") ||
+            endswith(strTemp.c_str(), "_bump") ||
+            endswith(strTemp.c_str(), "_glow") ||
+            endswith(strTemp.c_str(), "_gloss") ||
+            endswith(strTemp.c_str(), "_pants") ||
+            endswith(strTemp.c_str(), "_shirt") ||
+            endswith(strTemp.c_str(), "_reflect") ||
+            endswith(strTemp.c_str(), "_alpha") ||
+            0;
+}
 
-   DRAWING
+class LoadShaderVisitor : public Archive::Visitor {
+public:
+    void visit(const char *name)
+    {
+        IShader *shader = QERApp_Shader_ForName(
+                CopiedString(StringRange(name, path_get_filename_base_end(name))).c_str());
+        shader->DecRef();
+    }
+};
 
-   ============================================================================
- */
+void TextureBrowser_SetHideUnused(TextureBrowser &textureBrowser, bool hideUnused);
+
+ui::Widget g_page_textures{ui::null};
 
-int imax( int iFloor, int i ) {
-       if ( i > iFloor ) {
-               return iFloor;
-       }
-       return i;
+void TextureBrowser_toggleShow()
+{
+    GroupDialog_showPage(g_page_textures);
 }
 
-/*
-   ============
-   Texture_Draw
-   TTimo: relying on the shaders list to display the textures
-   we must query all qtexture_t* to manage and display through the IShaders interface
-   this allows a plugin to completely override the texture system
-   ============
- */
-void Texture_Draw( int width, int height ){
-       int x, y, last_y = 0, last_height = 0, nWidth, nHeight;
-       qtexture_t *q;
-       char *name;
-
-       qglClearColor( g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][0],
-                                  g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][1],
-                                  g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][2], 0 );
-       qglViewport( 0,0,width,height );
-       qglMatrixMode( GL_PROJECTION );
-       qglLoadIdentity();
-
-       qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-       qglDisable( GL_DEPTH_TEST );
-       qglDisable( GL_BLEND );
-       qglOrtho( 0, width, g_qeglobals.d_texturewin.originy - height, g_qeglobals.d_texturewin.originy, -100, 100 );
-       qglEnable( GL_TEXTURE_2D );
-
-       qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
-       g_qeglobals.d_texturewin.width = width;
-       g_qeglobals.d_texturewin.height = height;
-
-       Texture_StartPos();
-       for (;; )
-       {
-               // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
-               Texture_NextPos( &x, &y );
-               q = current_texture;
-               if ( !q ) {
-                       break;
-               }
-
-               nWidth = (int)( q->width * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
-               nHeight = (int)( q->height * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
-
-               if ( y != last_y ) {
-                       last_y = y;
-                       last_height = 0;
-               }
-               last_height = MAX( nHeight, last_height );
-
-               // Is this texture visible?
-               if ( ( y - nHeight - FONT_HEIGHT < g_qeglobals.d_texturewin.originy )
-                        && ( y > g_qeglobals.d_texturewin.originy - height ) ) {
-                       // borders rules:
-                       // if it's the current texture, draw a thick red line, else:
-                       // shaders have a white border, simple textures don't
-                       // if !texture_showinuse: (some textures displayed may not be in use)
-                       // draw an additional square around with 0.5 1 0.5 color
-                       if ( !strcmpi( g_qeglobals.d_texturewin.texdef.GetName(), pCurrentShader->getName() ) ) {
-                               qglLineWidth( 3 );
-                               qglColor3f( 1,0,0 );
-                               qglDisable( GL_TEXTURE_2D );
-
-                               qglBegin( GL_LINE_LOOP );
-                               qglVertex2f( x - 4,y - FONT_HEIGHT + 4 );
-                               qglVertex2f( x - 4,y - FONT_HEIGHT - nHeight - 4 );
-                               qglVertex2f( x + 4 + nWidth,y - FONT_HEIGHT - nHeight - 4 );
-                               qglVertex2f( x + 4 + nWidth,y - FONT_HEIGHT + 4 );
-                               qglEnd();
-
-                               qglEnable( GL_TEXTURE_2D );
-                               qglLineWidth( 1 );
-                       }
-                       else
-                       {
-                               qglLineWidth( 1 );
-                               // shader border:
-                               if ( !pCurrentShader->IsDefault() ) {
-                                       qglColor3f( 1,1,1 );
-                                       qglDisable( GL_TEXTURE_2D );
-
-                                       qglBegin( GL_LINE_LOOP );
-                                       qglVertex2f( x - 1,y + 1 - FONT_HEIGHT );
-                                       qglVertex2f( x - 1,y - nHeight - 1 - FONT_HEIGHT );
-                                       qglVertex2f( x + 1 + nWidth,y - nHeight - 1 - FONT_HEIGHT );
-                                       qglVertex2f( x + 1 + nWidth,y + 1 - FONT_HEIGHT );
-                                       qglEnd();
-                                       qglEnable( GL_TEXTURE_2D );
-                               }
-
-                               // highlight in-use textures
-                               if ( pCurrentShader->IsInUse() ) {
-                                       qglColor3f( 0.5,1,0.5 );
-                                       qglDisable( GL_TEXTURE_2D );
-                                       qglBegin( GL_LINE_LOOP );
-                                       qglVertex2f( x - 3,y + 3 - FONT_HEIGHT );
-                                       qglVertex2f( x - 3,y - nHeight - 3 - FONT_HEIGHT );
-                                       qglVertex2f( x + 3 + nWidth,y - nHeight - 3 - FONT_HEIGHT );
-                                       qglVertex2f( x + 3 + nWidth,y + 3 - FONT_HEIGHT );
-                                       qglEnd();
-                                       qglEnable( GL_TEXTURE_2D );
-                               }
-                       }
-
-                       // Draw the texture
-                       qglBindTexture( GL_TEXTURE_2D, q->texture_number );
-                       QE_CheckOpenGLForErrors();
-                       qglColor3f( 1,1,1 );
-                       qglBegin( GL_QUADS );
-                       qglTexCoord2f( 0,0 );
-                       qglVertex2f( x,y - FONT_HEIGHT );
-                       qglTexCoord2f( 1,0 );
-                       qglVertex2f( x + nWidth,y - FONT_HEIGHT );
-                       qglTexCoord2f( 1,1 );
-                       qglVertex2f( x + nWidth,y - FONT_HEIGHT - nHeight );
-                       qglTexCoord2f( 0,1 );
-                       qglVertex2f( x,y - FONT_HEIGHT - nHeight );
-                       qglEnd();
-
-                       // draw the texture name
-                       qglDisable( GL_TEXTURE_2D );
-                       qglColor3f( 1,1,1 );
-
-                       qglRasterPos2f( x, y - FONT_HEIGHT + 2 );
-
-                       // don't draw the directory name
-                       name = (char*)pCurrentShader->getName();
-                       name += strlen( name );
-                       while ( name != (char*)pCurrentShader->getName() && *( name - 1 ) != '/' && *( name - 1 ) != '\\' )
-                               name--;
-
-                       gtk_glwidget_print_string( name );
-                       qglEnable( GL_TEXTURE_2D );
-               }
-       }
-
-       g_qeglobals.d_texturewin.m_nTotalHeight = abs( y ) + last_height + FONT_HEIGHT + 4;
-
-       // reset the current texture
-       qglBindTexture( GL_TEXTURE_2D, 0 );
-       qglFinish();
-}
-
-//++timo seems we only know hard inits now..
-//void Texture_Init (bool bHardInit)
-void Texture_Init(){
-       g_qeglobals.d_qtextures = NULL;
-       // initialize the qtexture map
-       if ( g_qeglobals.d_qtexmap ) {
-               Sys_FPrintf( SYS_ERR, "TODO: delete g_qeglobals.d_qtexmap in Texture_Init\n" );
-       }
-       g_qeglobals.d_qtexmap = g_hash_table_new( g_str_hash, g_str_equal );
-       // initialize .. in some cases if no default texture / project loaded it crashes
-       memset( &g_qeglobals.d_texturewin.texdef, 0, sizeof( g_qeglobals.d_texturewin.texdef ) );
-       g_qeglobals.d_texturewin.texdef.SetName( SHADER_NOT_FOUND );
-       g_qeglobals.d_texturewin.pShader = QERApp_Shader_ForName( SHADER_NOT_FOUND );
-}
-
-// FIXME TTimo this needs to move to the shader module along with l_shaderlist move
-// preload shader files that have been listed in shaderlist.txt
-void PreloadShaders(){
-       GSList *lst = l_shaderfiles;
-       Str shadername;
-       while ( lst )
-       {
-               shadername = g_pGameDescription->mShaderPath;
-               shadername += (char*)lst->data;
-               QERApp_LoadShaderFile( shadername.GetBuffer() );
-               lst = lst->next;
-       }
-}
-
-// TTimo: modified to expect the reletive path to the skin as input
-// will look into pak files if necessary
-// uses the shader code to load the texture Try_Texture_ForName
-// modified SkinInfo accordingly to store the qtexture_t and shader name (reletive version)
-// the .md3 have bundled filetype extension, but they don't fit with the actual data
-//   ex: models/mapobjects/gargoyle.tga doesn't exist, but models/mapobjects/gargoyle.jpg can be used instead
-//   so we remove the extension before load attempt
-int WINAPI Texture_LoadSkin( char *pName, int *pnWidth, int *pnHeight ){
-       //  byte *pic = NULL;
-       //  byte *pic32 = NULL;
-       int nTex = -1;
-       qtexture_t *qtex;
-       SkinInfo *pInfo;
-       const char *pCleanName;
-
-       int nSize = g_lstSkinCache.GetSize();
-       pCleanName = QERApp_CleanTextureName( pName, false );
-       for ( int i = 0; i < nSize; i++ )
-       {
-               SkinInfo *pInfo = reinterpret_cast<SkinInfo*>( g_lstSkinCache.GetAt( i ) );
-               if ( pInfo ) {
-                       if ( stricmp( pCleanName, pInfo->m_strName ) == 0 ) {
-                               return pInfo->m_nTextureBind;
-                       }
-               }
-       }
-
-       // if the load is successfull, we get back a qtexture_t
-       // we don't need to free it, it's in g_qeglobals.d_qtextures
-       // NOTE: we need to free the SkinInfo though..
-       qtex = QERApp_Try_Texture_ForName( pCleanName );
-       if ( qtex ) {
-               nTex = qtex->texture_number;
-               pInfo = new SkinInfo( qtex->name, nTex, qtex );
-       }
-       else
-       {
-               pInfo = new SkinInfo( pCleanName, -1, NULL );
-       }
-       g_lstSkinCache.Add( pInfo );
-
-       return nTex;
-}
-
-bool TexWnd::CheckFilter( const char* name ){
-       const char* buf = gtk_entry_get_text( GTK_ENTRY( m_pFilter ) );
-       if ( strstr( name, buf ) != 0 ) {
-               return true;
-       }
-       return false;
-}
-
-// =============================================================================
-// static functions
-
-static void vertical_scroll( GtkWidget *widget, gpointer data ){
-       ( (TexWnd*)data )->OnVScroll();
-}
-
-static void filter_changed( GtkWidget *widget, gpointer data ){
-       CString str;
-       str = gtk_entry_get_text( GTK_ENTRY( widget ) );
-       ( (TexWnd*)data )->UpdateFilter( str );
-}
-
-// =============================================================================
-// TexWnd class
-
-TexWnd::TexWnd()
-       : GLWindow( FALSE ){
-       m_pFilter = NULL;
-       m_bNeedRange = true;
-}
-
-TexWnd::~TexWnd(){
-}
-
-void TexWnd::OnCreate(){
-       if ( !MakeCurrent() ) {
-               Error( "glMakeCurrent in TexWnd::OnCreate failed" );
-       }
-
-       g_qeglobals_gui.d_texture = m_pWidget;
-       g_nTextureOffset = 0;
 
-       GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
-       gtk_signal_connect( GTK_OBJECT( vadjustment ), "value_changed", GTK_SIGNAL_FUNC( vertical_scroll ), this );
-
-       if ( g_PrefsDlg.m_bTextureScrollbar ) {
-               gtk_widget_show( g_qeglobals_gui.d_texture_scroll );
-       }
-       else{
-               gtk_widget_hide( g_qeglobals_gui.d_texture_scroll );
-       }
-       m_bNeedRange = true;
+void TextureBrowser_updateTitle()
+{
+    GroupDialog_updatePageTitle(g_page_textures);
+}
+
+
+class TextureCategoryLoadShader {
+    const char *m_directory;
+    std::size_t &m_count;
+public:
+    using func = void(const char *);
+
+    TextureCategoryLoadShader(const char *directory, std::size_t &count)
+            : m_directory(directory), m_count(count)
+    {
+        m_count = 0;
+    }
+
+    void operator()(const char *name) const
+    {
+        if (shader_equal_prefix(name, "textures/")
+            && shader_equal_prefix(name + string_length("textures/"), m_directory)) {
+            ++m_count;
+            // request the shader, this will load the texture if needed
+            // this Shader_ForName call is a kind of hack
+            IShader *pFoo = QERApp_Shader_ForName(name);
+            pFoo->DecRef();
+        }
+    }
+};
+
+void TextureDirectory_loadTexture(const char *directory, const char *texture)
+{
+    StringOutputStream name(256);
+    name << directory << StringRange(texture, path_get_filename_base_end(texture));
+
+    if (texture_name_ignore(name.c_str())) {
+        return;
+    }
+
+    if (!shader_valid(name.c_str())) {
+        globalOutputStream() << "Skipping invalid texture name: [" << name.c_str() << "]\n";
+        return;
+    }
+
+    // if a texture is already in use to represent a shader, ignore it
+    IShader *shader = QERApp_Shader_ForName(name.c_str());
+    shader->DecRef();
+}
+
+typedef ConstPointerCaller<char, void(const char *), TextureDirectory_loadTexture> TextureDirectoryLoadTextureCaller;
+
+class LoadTexturesByTypeVisitor : public ImageModules::Visitor {
+    const char *m_dirstring;
+public:
+    LoadTexturesByTypeVisitor(const char *dirstring)
+            : m_dirstring(dirstring)
+    {
+    }
 
-       gtk_signal_connect( GTK_OBJECT( m_pFilter ), "changed", GTK_SIGNAL_FUNC( filter_changed ), this );
-       if ( g_PrefsDlg.m_bTextureWindow ) {
-               gtk_widget_show( m_pFilter );
-       }
+    void visit(const char *minor, const _QERPlugImageTable &table) const
+    {
+        GlobalFileSystem().forEachFile(m_dirstring, minor, TextureDirectoryLoadTextureCaller(m_dirstring));
+    }
+};
+
+void TextureBrowser_ShowDirectory(TextureBrowser &textureBrowser, const char *directory)
+{
+    if (TextureBrowser_showWads()) {
+        Archive *archive = GlobalFileSystem().getArchive(directory);
+        ASSERT_NOTNULL(archive);
+        LoadShaderVisitor visitor;
+        archive->forEachFile(Archive::VisitorFunc(visitor, Archive::eFiles, 0), "textures/");
+    } else {
+        g_TextureBrowser_currentDirectory = directory;
+        TextureBrowser_heightChanged(textureBrowser);
+
+        std::size_t shaders_count;
+        GlobalShaderSystem().foreachShaderName(makeCallback(TextureCategoryLoadShader(directory, shaders_count)));
+        globalOutputStream() << "Showing " << Unsigned(shaders_count) << " shaders.\n";
+
+        if (g_pGameDescription->mGameType != "doom3") {
+            // load remaining texture files
+
+            StringOutputStream dirstring(64);
+            dirstring << "textures/" << directory;
+
+            Radiant_getImageModules().foreachModule(LoadTexturesByTypeVisitor(dirstring.c_str()));
+        }
+    }
+
+    // we'll display the newly loaded textures + all the ones already in use
+    TextureBrowser_SetHideUnused(textureBrowser, false);
+
+    TextureBrowser_updateTitle();
 }
 
-void TexWnd::UpdateFilter( const char* pFilter ){
-       g_bFilterEnabled = false;
-       if ( pFilter ) {
-               g_strFilter = pFilter;
-               if ( g_strFilter.GetLength() > 0 ) {
-                       g_bFilterEnabled = true;
-               }
-               QERApp_SortActiveShaders();
-       }
-       Sys_UpdateWindows( W_TEXTURE );
+void TextureBrowser_ShowTagSearchResult(TextureBrowser &textureBrowser, const char *directory)
+{
+    g_TextureBrowser_currentDirectory = directory;
+    TextureBrowser_heightChanged(textureBrowser);
+
+    std::size_t shaders_count;
+    GlobalShaderSystem().foreachShaderName(makeCallback(TextureCategoryLoadShader(directory, shaders_count)));
+    globalOutputStream() << "Showing " << Unsigned(shaders_count) << " shaders.\n";
+
+    if (g_pGameDescription->mGameType != "doom3") {
+        // load remaining texture files
+        StringOutputStream dirstring(64);
+        dirstring << "textures/" << directory;
+
+        {
+            LoadTexturesByTypeVisitor visitor(dirstring.c_str());
+            Radiant_getImageModules().foreachModule(visitor);
+        }
+    }
+
+    // we'll display the newly loaded textures + all the ones already in use
+    TextureBrowser_SetHideUnused(textureBrowser, false);
 }
 
-void TexWnd::OnSize( int cx, int cy ){
-       m_bNeedRange = true;
+
+bool TextureBrowser_hideUnused();
+
+void TextureBrowser_hideUnusedExport(const Callback<void(bool)> &importer)
+{
+    importer(TextureBrowser_hideUnused());
 }
 
-void TexWnd::OnExpose(){
-       int nOld = g_qeglobals.d_texturewin.m_nTotalHeight;
-       if ( !MakeCurrent() ) {
-               Sys_Printf( "ERROR: glXMakeCurrent failed..\n " );
-               Sys_Printf( "Please restart Radiant if the Texture view is not working\n" );
-       }
-       else
-       {
-               QE_CheckOpenGLForErrors();
-               Texture_Draw( m_pWidget->allocation.width, m_pWidget->allocation.height - g_nTextureOffset );
-               QE_CheckOpenGLForErrors();
-               SwapBuffers();
-       }
-       if ( g_PrefsDlg.m_bTextureScrollbar && ( m_bNeedRange || g_qeglobals.d_texturewin.m_nTotalHeight != nOld ) ) {
-               GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
+typedef FreeCaller<void(const Callback<void(bool)> &), TextureBrowser_hideUnusedExport> TextureBrowserHideUnusedExport;
 
-               vadjustment->value = -g_qeglobals.d_texturewin.originy;
-               vadjustment->page_size = m_pWidget->allocation.height;
-               vadjustment->page_increment = m_pWidget->allocation.height / 2;
-               vadjustment->step_increment = 20;
-               vadjustment->lower = 0;
-               vadjustment->upper = g_qeglobals.d_texturewin.m_nTotalHeight;
+void TextureBrowser_showShadersExport(const Callback<void(bool)> &importer)
+{
+    importer(GlobalTextureBrowser().m_showShaders);
+}
 
-               gtk_signal_emit_by_name( GTK_OBJECT( vadjustment ), "changed" );
+typedef FreeCaller<void(
+        const Callback<void(bool)> &), TextureBrowser_showShadersExport> TextureBrowserShowShadersExport;
 
-               m_bNeedRange = false;
-       }
+void TextureBrowser_showShaderlistOnly(const Callback<void(bool)> &importer)
+{
+    importer(g_TextureBrowser_shaderlistOnly);
 }
 
-void TexWnd::OnLButtonDown( guint32 flags, int pointx, int pointy ){
-       SetCapture();
-       Texture_MouseDown( pointx, pointy - g_nTextureOffset, flags );
+typedef FreeCaller<void(
+        const Callback<void(bool)> &), TextureBrowser_showShaderlistOnly> TextureBrowserShowShaderlistOnlyExport;
+
+void TextureBrowser_fixedSize(const Callback<void(bool)> &importer)
+{
+    importer(g_TextureBrowser_fixedSize);
 }
 
-void TexWnd::OnRButtonDown( guint32 flags, int pointx, int pointy ){
-       SetCapture();
-       Texture_MouseDown( pointx, pointy - g_nTextureOffset, flags );
+typedef FreeCaller<void(const Callback<void(bool)> &), TextureBrowser_fixedSize> TextureBrowser_FixedSizeExport;
+
+void TextureBrowser_filterMissing(const Callback<void(bool)> &importer)
+{
+    importer(g_TextureBrowser_filterMissing);
 }
 
-void TexWnd::OnMButtonDown( guint32 flags, int pointx, int pointy ){
-       SetCapture();
-       Texture_MouseDown( pointx, pointy - g_nTextureOffset, flags );
+typedef FreeCaller<void(const Callback<void(bool)> &), TextureBrowser_filterMissing> TextureBrowser_filterMissingExport;
+
+void TextureBrowser_filterFallback(const Callback<void(bool)> &importer)
+{
+    importer(g_TextureBrowser_filterFallback);
 }
 
-void TexWnd::OnLButtonUp( guint32 flags, int pointx, int pointy ){
-       ReleaseCapture();
-       DragDropTexture( flags, pointx, pointy );
+typedef FreeCaller<void(
+        const Callback<void(bool)> &), TextureBrowser_filterFallback> TextureBrowser_filterFallbackExport;
+
+void TextureBrowser_enableAlpha(const Callback<void(bool)> &importer)
+{
+    importer(g_TextureBrowser_enableAlpha);
 }
 
-void TexWnd::OnRButtonUp( guint32 flags, int pointx, int pointy ){
-       ReleaseCapture();
+typedef FreeCaller<void(const Callback<void(bool)> &), TextureBrowser_enableAlpha> TextureBrowser_enableAlphaExport;
+
+void TextureBrowser_SetHideUnused(TextureBrowser &textureBrowser, bool hideUnused)
+{
+    if (hideUnused) {
+        textureBrowser.m_hideUnused = true;
+    } else {
+        textureBrowser.m_hideUnused = false;
+    }
+
+    textureBrowser.m_hideunused_item.update();
+
+    TextureBrowser_heightChanged(textureBrowser);
+    textureBrowser.m_originInvalid = true;
 }
 
-void TexWnd::OnMButtonUp( guint32 flags, int pointx, int pointy ){
-       ReleaseCapture();
+void TextureBrowser_ShowStartupShaders(TextureBrowser &textureBrowser)
+{
+    if (textureBrowser.m_startupShaders == STARTUPSHADERS_COMMON) {
+        TextureBrowser_ShowDirectory(textureBrowser, TextureBrowser_getComonShadersDir());
+    }
 }
-
-void TexWnd::OnMouseMove( guint32 flags, int pointx, int pointy ){
-       Texture_MouseMoved( pointx, pointy - g_nTextureOffset, flags );
-       // if scrollbar is hidden, we don't seem to get an update
-       if ( !g_PrefsDlg.m_bTextureScrollbar ) {
-               RedrawWindow();
-       }
-}
-
-void TexWnd::OnVScroll(){
-       GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
-
-       g_qeglobals.d_texturewin.originy = -(int)vadjustment->value;
-       RedrawWindow();
-}
-
-void TexWnd::UpdatePrefs(){
-       if ( g_PrefsDlg.m_bTextureWindow ) {
-               gtk_widget_show( m_pFilter );
-       }
-       else{
-               gtk_widget_hide( m_pFilter );
-       }
-
-       if ( g_PrefsDlg.m_bTextureScrollbar ) {
-               gtk_widget_show( g_qeglobals_gui.d_texture_scroll );
-       }
-       else{
-               gtk_widget_hide( g_qeglobals_gui.d_texture_scroll );
-       }
-       m_bNeedRange = true;
-       RedrawWindow();
-}
-
-void TexWnd::FocusEdit(){
-       if ( GTK_WIDGET_VISIBLE( m_pFilter ) ) {
-               gtk_window_set_focus( GTK_WINDOW( g_pParentWnd->m_pWidget ), m_pFilter );
-       }
-}
-
-void TexWnd::OnMouseWheel( bool bUp ){
-       if ( bUp ) {
-               if ( g_qeglobals.d_texturewin.originy < 0 ) {
-                       g_qeglobals.d_texturewin.originy += g_PrefsDlg.m_nWheelInc;
-                       // clamp so we don't get jiggle if moved by less than scrollwheel increment
-                       if ( g_qeglobals.d_texturewin.originy > 0 ) {
-                               g_qeglobals.d_texturewin.originy = 0;
-                       }
-               }
-       }
-       else
-       {
-               if ( g_qeglobals.d_texturewin.originy > ( -g_qeglobals.d_texturewin.m_nTotalHeight + g_qeglobals.d_texturewin.height ) ) {
-                       g_qeglobals.d_texturewin.originy -= g_PrefsDlg.m_nWheelInc;
-               }
-       }
-       GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
-       gtk_adjustment_set_value( vadjustment, abs( g_qeglobals.d_texturewin.originy ) );
-
-       RedrawWindow();
-}
-
-void TexWnd::DragDropTexture( guint32 flags, int pointx, int pointy ){
-       // This gets called from leftmouse up event. We see if the mouseup is above
-       // the camwindow. If this is the case do a trace for a surface. If we hit a
-       // surface, texture it with the current texture.
-
-       int m_ptXcheck, m_ptYcheck;
-       int m_ptX, m_ptY;
-       GtkWidget *widget;
-       gint x, y;
-       vec3_t dir;
-       float f, r, u;
-       int i;
-
-       // we only want to catch a plain mouseevent
-       if ( flags ) {
-               return;
-       }
-
-       // see if we are above the camwindow
-       Sys_GetCursorPos( &m_ptX, &m_ptY );
-
-       if ( g_pParentWnd->CurrentStyle() == MainFrame::eFloating ) {
-               widget = g_pParentWnd->GetCamWnd()->m_pParent;
-       }
-       else{
-               widget = g_pParentWnd->GetCamWnd()->GetWidget();
-       }
-
-       get_window_pos( widget, &x, &y );
-
-       if ( m_ptX < x || m_ptY < y ||
-                m_ptX > x + widget->allocation.width ||
-                m_ptY > y + widget->allocation.height ) {
-               return;
-       }
-
-       // check if the camwindow isn't being partially hidden by another window at this point
-       m_ptXcheck = m_ptX;
-       m_ptYcheck = m_ptY;
-
-       if ( g_pParentWnd->GetCamWnd()->GetWidget()->window != gdk_window_at_pointer( &m_ptXcheck, &m_ptYcheck ) ) {
-               return;
-       }
-
-       // calc ray direction
-       x = m_ptX - x;
-       y = g_pParentWnd->GetCamWnd()->Camera()->height - 1 - ( m_ptY - y );
-       u = (float)( y - ( g_pParentWnd->GetCamWnd()->Camera()->height * .5f ) ) / ( g_pParentWnd->GetCamWnd()->Camera()->height * .5f );
-       r = (float)( x - ( g_pParentWnd->GetCamWnd()->Camera()->width * .5f ) ) / ( g_pParentWnd->GetCamWnd()->Camera()->width * .5f );
-       f = 1;
-
-       for ( i = 0 ; i < 3 ; i++ )
-               dir[i] = g_pParentWnd->GetCamWnd()->Camera()->vpn[i] * f +
-                                g_pParentWnd->GetCamWnd()->Camera()->vright[i] * r +
-                                g_pParentWnd->GetCamWnd()->Camera()->vup[i] * u;
-       VectorNormalize( dir, dir );
-
-       // do a trace for a surface
-       trace_t t;
-
-       t = Test_Ray( g_pParentWnd->GetCamWnd()->Camera()->origin, dir, SF_SINGLEFACE );
-
-       if ( t.brush ) {
-               texdef_t tex;
-               brushprimit_texdef_t brushprimit_tex;
-
-               memset( &tex, 0, sizeof( tex ) );
-               memset( &brushprimit_tex, 0, sizeof( brushprimit_tex ) );
-               if ( g_qeglobals.m_bBrushPrimitMode ) {
-                       // brushprimit fitted to a 2x2 texture
-                       brushprimit_tex.coords[0][0] = 1.0f;
-                       brushprimit_tex.coords[1][1] = 1.0f;
-               }
-               else
-               {
-                       tex.scale[0] = g_PrefsDlg.m_fDefTextureScale;
-                       tex.scale[1] = g_PrefsDlg.m_fDefTextureScale;
-               }
-               tex.flags = g_qeglobals.d_texturewin.texdef.flags;
-               tex.value = g_qeglobals.d_texturewin.texdef.value;
-               tex.contents = g_qeglobals.d_texturewin.texdef.contents;
-               // TTimo - shader code cleanup
-               // texdef.name is the name of the shader, not the name of the actual texture file
-               tex.SetName( g_qeglobals.d_texturewin.texdef.GetName() );
-
-               Undo_Start( "set face textures" );
-               Undo_AddBrush( t.brush );
-               SetFaceTexdef( t.face, &tex, &brushprimit_tex, false, NULL );
-               Brush_Build( t.brush, false );
-               Undo_EndBrush( t.brush );
-               Undo_End();
-
-               Sys_UpdateWindows( W_CAMERA );
-               g_pParentWnd->OnTimer();
-       }
+
+
+//++timo NOTE: this is a mix of Shader module stuff and texture explorer
+// it might need to be split in parts or moved out .. dunno
+// scroll origin so the specified texture is completely on screen
+// if current texture is not displayed, nothing is changed
+void TextureBrowser_Focus(TextureBrowser &textureBrowser, const char *name)
+{
+    TextureLayout layout;
+    // scroll origin so the texture is completely on screen
+    Texture_StartPos(layout);
+
+    for (QERApp_ActiveShaders_IteratorBegin(); !QERApp_ActiveShaders_IteratorAtEnd(); QERApp_ActiveShaders_IteratorIncrement()) {
+        IShader *shader = QERApp_ActiveShaders_IteratorCurrent();
+
+        if (!Texture_IsShown(shader, textureBrowser.m_showShaders, textureBrowser.m_hideUnused)) {
+            continue;
+        }
+
+        int x, y;
+        Texture_NextPos(textureBrowser, layout, shader->getTexture(), &x, &y);
+        qtexture_t *q = shader->getTexture();
+        if (!q) {
+            break;
+        }
+
+        // we have found when texdef->name and the shader name match
+        // NOTE: as everywhere else for our comparisons, we are not case sensitive
+        if (shader_equal(name, shader->getName())) {
+            int textureHeight = (int) (q->height * ((float) textureBrowser.m_textureScale / 100))
+                                + 2 * TextureBrowser_fontHeight(textureBrowser);
+
+            int originy = TextureBrowser_getOriginY(textureBrowser);
+            if (y > originy) {
+                originy = y;
+            }
+
+            if (y - textureHeight < originy - textureBrowser.height) {
+                originy = (y - textureHeight) + textureBrowser.height;
+            }
+
+            TextureBrowser_setOriginY(textureBrowser, originy);
+            return;
+        }
+    }
+}
+
+IShader *Texture_At(TextureBrowser &textureBrowser, int mx, int my)
+{
+    my += TextureBrowser_getOriginY(textureBrowser) - textureBrowser.height;
+
+    TextureLayout layout;
+    Texture_StartPos(layout);
+    for (QERApp_ActiveShaders_IteratorBegin(); !QERApp_ActiveShaders_IteratorAtEnd(); QERApp_ActiveShaders_IteratorIncrement()) {
+        IShader *shader = QERApp_ActiveShaders_IteratorCurrent();
+
+        if (!Texture_IsShown(shader, textureBrowser.m_showShaders, textureBrowser.m_hideUnused)) {
+            continue;
+        }
+
+        int x, y;
+        Texture_NextPos(textureBrowser, layout, shader->getTexture(), &x, &y);
+        qtexture_t *q = shader->getTexture();
+        if (!q) {
+            break;
+        }
+
+        int nWidth = textureBrowser.getTextureWidth(q);
+        int nHeight = textureBrowser.getTextureHeight(q);
+        if (mx > x && mx - x < nWidth
+            && my < y && y - my < nHeight + TextureBrowser_fontHeight(textureBrowser)) {
+            return shader;
+        }
+    }
+
+    return 0;
+}
+
+/*
+   ==============
+   SelectTexture
+
+   By mouse click
+   ==============
+ */
+void SelectTexture(TextureBrowser &textureBrowser, int mx, int my, bool bShift)
+{
+    IShader *shader = Texture_At(textureBrowser, mx, my);
+    if (shader != 0) {
+        if (bShift) {
+            if (shader->IsDefault()) {
+                globalOutputStream() << "ERROR: " << shader->getName() << " is not a shader, it's a texture.\n";
+            } else {
+                ViewShader(shader->getShaderFileName(), shader->getName());
+            }
+        } else {
+            TextureBrowser_SetSelectedShader(textureBrowser, shader->getName());
+            TextureBrowser_textureSelected(shader->getName());
+
+            if (!FindTextureDialog_isOpen() && !textureBrowser.m_rmbSelected) {
+                UndoableCommand undo("textureNameSetSelected");
+                Select_SetShader(shader->getName());
+            }
+        }
+    }
+}
+
+/*
+   ============================================================================
+
+   MOUSE ACTIONS
+
+   ============================================================================
+ */
+
+void TextureBrowser_trackingDelta(int x, int y, unsigned int state, void *data)
+{
+    TextureBrowser &textureBrowser = *reinterpret_cast<TextureBrowser *>( data );
+    if (y != 0) {
+        int scale = 1;
+
+        if (state & GDK_SHIFT_MASK) {
+            scale = 4;
+        }
+
+        int originy = TextureBrowser_getOriginY(textureBrowser);
+        originy += y * scale;
+        TextureBrowser_setOriginY(textureBrowser, originy);
+    }
+}
+
+void TextureBrowser_Tracking_MouseDown(TextureBrowser &textureBrowser)
+{
+    textureBrowser.m_freezePointer.freeze_pointer(textureBrowser.m_parent, TextureBrowser_trackingDelta,
+                                                  &textureBrowser);
+}
+
+void TextureBrowser_Tracking_MouseUp(TextureBrowser &textureBrowser)
+{
+    textureBrowser.m_freezePointer.unfreeze_pointer(textureBrowser.m_parent);
+}
+
+void TextureBrowser_Selection_MouseDown(TextureBrowser &textureBrowser, guint32 flags, int pointx, int pointy)
+{
+    SelectTexture(textureBrowser, pointx, textureBrowser.height - 1 - pointy, (flags & GDK_SHIFT_MASK) != 0);
+}
+
+/*
+   ============================================================================
+
+   DRAWING
+
+   ============================================================================
+ */
+
+/*
+   ============
+   Texture_Draw
+   TTimo: relying on the shaders list to display the textures
+   we must query all qtexture_t* to manage and display through the IShaders interface
+   this allows a plugin to completely override the texture system
+   ============
+ */
+void Texture_Draw(TextureBrowser &textureBrowser)
+{
+    int originy = TextureBrowser_getOriginY(textureBrowser);
+
+    glClearColor(textureBrowser.color_textureback[0],
+                 textureBrowser.color_textureback[1],
+                 textureBrowser.color_textureback[2],
+                 0);
+    glViewport(0, 0, textureBrowser.width, textureBrowser.height);
+    glMatrixMode(GL_PROJECTION);
+    glLoadIdentity();
+
+    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+    glDisable(GL_DEPTH_TEST);
+    if (g_TextureBrowser_enableAlpha) {
+        glEnable(GL_BLEND);
+        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+    } else {
+        glDisable(GL_BLEND);
+    }
+    glOrtho(0, textureBrowser.width, originy - textureBrowser.height, originy, -100, 100);
+    glEnable(GL_TEXTURE_2D);
+
+    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+
+    int last_y = 0, last_height = 0;
+
+    TextureLayout layout;
+    Texture_StartPos(layout);
+    for (QERApp_ActiveShaders_IteratorBegin(); !QERApp_ActiveShaders_IteratorAtEnd(); QERApp_ActiveShaders_IteratorIncrement()) {
+        IShader *shader = QERApp_ActiveShaders_IteratorCurrent();
+
+        if (!Texture_IsShown(shader, textureBrowser.m_showShaders, textureBrowser.m_hideUnused)) {
+            continue;
+        }
+
+        int x, y;
+        Texture_NextPos(textureBrowser, layout, shader->getTexture(), &x, &y);
+        qtexture_t *q = shader->getTexture();
+        if (!q) {
+            break;
+        }
+
+        int nWidth = textureBrowser.getTextureWidth(q);
+        int nHeight = textureBrowser.getTextureHeight(q);
+
+        if (y != last_y) {
+            last_y = y;
+            last_height = 0;
+        }
+        last_height = std::max(nHeight, last_height);
+
+        // Is this texture visible?
+        if ((y - nHeight - TextureBrowser_fontHeight(textureBrowser) < originy)
+            && (y > originy - textureBrowser.height)) {
+            // borders rules:
+            // if it's the current texture, draw a thick red line, else:
+            // shaders have a white border, simple textures don't
+            // if !texture_showinuse: (some textures displayed may not be in use)
+            // draw an additional square around with 0.5 1 0.5 color
+            if (shader_equal(TextureBrowser_GetSelectedShader(textureBrowser), shader->getName())) {
+                glLineWidth(3);
+                if (textureBrowser.m_rmbSelected) {
+                    glColor3f(0, 0, 1);
+                } else {
+                    glColor3f(1, 0, 0);
+                }
+                glDisable(GL_TEXTURE_2D);
+
+                glBegin(GL_LINE_LOOP);
+                glVertex2i(x - 4, y - TextureBrowser_fontHeight(textureBrowser) + 4);
+                glVertex2i(x - 4, y - TextureBrowser_fontHeight(textureBrowser) - nHeight - 4);
+                glVertex2i(x + 4 + nWidth, y - TextureBrowser_fontHeight(textureBrowser) - nHeight - 4);
+                glVertex2i(x + 4 + nWidth, y - TextureBrowser_fontHeight(textureBrowser) + 4);
+                glEnd();
+
+                glEnable(GL_TEXTURE_2D);
+                glLineWidth(1);
+            } else {
+                glLineWidth(1);
+                // shader border:
+                if (!shader->IsDefault()) {
+                    glColor3f(1, 1, 1);
+                    glDisable(GL_TEXTURE_2D);
+
+                    glBegin(GL_LINE_LOOP);
+                    glVertex2i(x - 1, y + 1 - TextureBrowser_fontHeight(textureBrowser));
+                    glVertex2i(x - 1, y - nHeight - 1 - TextureBrowser_fontHeight(textureBrowser));
+                    glVertex2i(x + 1 + nWidth, y - nHeight - 1 - TextureBrowser_fontHeight(textureBrowser));
+                    glVertex2i(x + 1 + nWidth, y + 1 - TextureBrowser_fontHeight(textureBrowser));
+                    glEnd();
+                    glEnable(GL_TEXTURE_2D);
+                }
+
+                // highlight in-use textures
+                if (!textureBrowser.m_hideUnused && shader->IsInUse()) {
+                    glColor3f(0.5, 1, 0.5);
+                    glDisable(GL_TEXTURE_2D);
+                    glBegin(GL_LINE_LOOP);
+                    glVertex2i(x - 3, y + 3 - TextureBrowser_fontHeight(textureBrowser));
+                    glVertex2i(x - 3, y - nHeight - 3 - TextureBrowser_fontHeight(textureBrowser));
+                    glVertex2i(x + 3 + nWidth, y - nHeight - 3 - TextureBrowser_fontHeight(textureBrowser));
+                    glVertex2i(x + 3 + nWidth, y + 3 - TextureBrowser_fontHeight(textureBrowser));
+                    glEnd();
+                    glEnable(GL_TEXTURE_2D);
+                }
+            }
+
+            // draw checkerboard for transparent textures
+            if (g_TextureBrowser_enableAlpha) {
+                glDisable(GL_TEXTURE_2D);
+                glBegin(GL_QUADS);
+                int font_height = TextureBrowser_fontHeight(textureBrowser);
+                for (int i = 0; i < nHeight; i += 8) {
+                    for (int j = 0; j < nWidth; j += 8) {
+                        unsigned char color = (i + j) / 8 % 2 ? 0x66 : 0x99;
+                        glColor3ub(color, color, color);
+                        int left = j;
+                        int right = std::min(j + 8, nWidth);
+                        int top = i;
+                        int bottom = std::min(i + 8, nHeight);
+                        glVertex2i(x + right, y - nHeight - font_height + top);
+                        glVertex2i(x + left, y - nHeight - font_height + top);
+                        glVertex2i(x + left, y - nHeight - font_height + bottom);
+                        glVertex2i(x + right, y - nHeight - font_height + bottom);
+                    }
+                }
+                glEnd();
+                glEnable(GL_TEXTURE_2D);
+            }
+
+            // Draw the texture
+            glBindTexture(GL_TEXTURE_2D, q->texture_number);
+            GlobalOpenGL_debugAssertNoErrors();
+            glColor3f(1, 1, 1);
+            glBegin(GL_QUADS);
+            glTexCoord2i(0, 0);
+            glVertex2i(x, y - TextureBrowser_fontHeight(textureBrowser));
+            glTexCoord2i(1, 0);
+            glVertex2i(x + nWidth, y - TextureBrowser_fontHeight(textureBrowser));
+            glTexCoord2i(1, 1);
+            glVertex2i(x + nWidth, y - TextureBrowser_fontHeight(textureBrowser) - nHeight);
+            glTexCoord2i(0, 1);
+            glVertex2i(x, y - TextureBrowser_fontHeight(textureBrowser) - nHeight);
+            glEnd();
+
+            // draw the texture name
+            glDisable(GL_TEXTURE_2D);
+            glColor3f(1, 1, 1);
+
+            glRasterPos2i(x, y - TextureBrowser_fontHeight(textureBrowser) + 5);
+
+            // don't draw the directory name
+            const char *name = shader->getName();
+            name += strlen(name);
+            while (name != shader->getName() && *(name - 1) != '/' && *(name - 1) != '\\') {
+                name--;
+            }
+
+            GlobalOpenGL().drawString(name);
+            glEnable(GL_TEXTURE_2D);
+        }
+
+        //int totalHeight = abs(y) + last_height + TextureBrowser_fontHeight(textureBrowser) + 4;
+    }
+
+
+    // reset the current texture
+    glBindTexture(GL_TEXTURE_2D, 0);
+    //qglFinish();
+}
+
+void TextureBrowser_queueDraw(TextureBrowser &textureBrowser)
+{
+    if (textureBrowser.m_gl_widget) {
+        gtk_widget_queue_draw(textureBrowser.m_gl_widget);
+    }
+}
+
+
+void TextureBrowser_setScale(TextureBrowser &textureBrowser, std::size_t scale)
+{
+    textureBrowser.m_textureScale = scale;
+
+    TextureBrowser_queueDraw(textureBrowser);
+}
+
+void TextureBrowser_setUniformSize(TextureBrowser &textureBrowser, std::size_t scale)
+{
+    textureBrowser.m_uniformTextureSize = scale;
+
+    TextureBrowser_queueDraw(textureBrowser);
+}
+
+
+void TextureBrowser_MouseWheel(TextureBrowser &textureBrowser, bool bUp)
+{
+    int originy = TextureBrowser_getOriginY(textureBrowser);
+
+    if (bUp) {
+        originy += int(textureBrowser.m_mouseWheelScrollIncrement);
+    } else {
+        originy -= int(textureBrowser.m_mouseWheelScrollIncrement);
+    }
+
+    TextureBrowser_setOriginY(textureBrowser, originy);
+}
+
+XmlTagBuilder TagBuilder;
+
+enum {
+    TAG_COLUMN,
+    N_COLUMNS
+};
+
+void BuildStoreAssignedTags(ui::ListStore store, const char *shader, TextureBrowser *textureBrowser)
+{
+    GtkTreeIter iter;
+
+    store.clear();
+
+    std::vector<CopiedString> assigned_tags;
+    TagBuilder.GetShaderTags(shader, assigned_tags);
+
+    for (size_t i = 0; i < assigned_tags.size(); i++) {
+        store.append(TAG_COLUMN, assigned_tags[i].c_str());
+    }
+}
+
+void BuildStoreAvailableTags(ui::ListStore storeAvailable,
+                             ui::ListStore storeAssigned,
+                             const std::set<CopiedString> &allTags,
+                             TextureBrowser *textureBrowser)
+{
+    GtkTreeIter iterAssigned;
+    GtkTreeIter iterAvailable;
+    std::set<CopiedString>::const_iterator iterAll;
+    gchar *tag_assigned;
+
+    storeAvailable.clear();
+
+    bool row = gtk_tree_model_get_iter_first(storeAssigned, &iterAssigned) != 0;
+
+    if (!row) { // does the shader have tags assigned?
+        for (iterAll = allTags.begin(); iterAll != allTags.end(); ++iterAll) {
+            storeAvailable.append(TAG_COLUMN, (*iterAll).c_str());
+        }
+    } else {
+        while (row) // available tags = all tags - assigned tags
+        {
+            gtk_tree_model_get(storeAssigned, &iterAssigned, TAG_COLUMN, &tag_assigned, -1);
+
+            for (iterAll = allTags.begin(); iterAll != allTags.end(); ++iterAll) {
+                if (strcmp((char *) tag_assigned, (*iterAll).c_str()) != 0) {
+                    storeAvailable.append(TAG_COLUMN, (*iterAll).c_str());
+                } else {
+                    row = gtk_tree_model_iter_next(storeAssigned, &iterAssigned) != 0;
+
+                    if (row) {
+                        gtk_tree_model_get(storeAssigned, &iterAssigned, TAG_COLUMN, &tag_assigned, -1);
+                    }
+                }
+            }
+        }
+    }
+}
+
+gboolean TextureBrowser_button_press(ui::Widget widget, GdkEventButton *event, TextureBrowser *textureBrowser)
+{
+    if (event->type == GDK_BUTTON_PRESS) {
+        if (event->button == 3) {
+            if (GlobalTextureBrowser().m_tags) {
+                textureBrowser->m_rmbSelected = true;
+                TextureBrowser_Selection_MouseDown(*textureBrowser, event->state, static_cast<int>( event->x ),
+                                                   static_cast<int>( event->y ));
+
+                BuildStoreAssignedTags(textureBrowser->m_assigned_store, textureBrowser->shader.c_str(),
+                                       textureBrowser);
+                BuildStoreAvailableTags(textureBrowser->m_available_store, textureBrowser->m_assigned_store,
+                                        textureBrowser->m_all_tags, textureBrowser);
+                textureBrowser->m_heightChanged = true;
+                textureBrowser->m_tag_frame.show();
+
+                ui::process();
+
+                TextureBrowser_Focus(*textureBrowser, textureBrowser->shader.c_str());
+            } else {
+                TextureBrowser_Tracking_MouseDown(*textureBrowser);
+            }
+        } else if (event->button == 1) {
+            TextureBrowser_Selection_MouseDown(*textureBrowser, event->state, static_cast<int>( event->x ),
+                                               static_cast<int>( event->y ));
+
+            if (GlobalTextureBrowser().m_tags) {
+                textureBrowser->m_rmbSelected = false;
+                textureBrowser->m_tag_frame.hide();
+            }
+        }
+    }
+    return FALSE;
+}
+
+gboolean TextureBrowser_button_release(ui::Widget widget, GdkEventButton *event, TextureBrowser *textureBrowser)
+{
+    if (event->type == GDK_BUTTON_RELEASE) {
+        if (event->button == 3) {
+            if (!GlobalTextureBrowser().m_tags) {
+                TextureBrowser_Tracking_MouseUp(*textureBrowser);
+            }
+        }
+    }
+    return FALSE;
+}
+
+gboolean TextureBrowser_motion(ui::Widget widget, GdkEventMotion *event, TextureBrowser *textureBrowser)
+{
+    return FALSE;
+}
+
+gboolean TextureBrowser_scroll(ui::Widget widget, GdkEventScroll *event, TextureBrowser *textureBrowser)
+{
+    if (event->direction == GDK_SCROLL_UP) {
+        TextureBrowser_MouseWheel(*textureBrowser, true);
+    } else if (event->direction == GDK_SCROLL_DOWN) {
+        TextureBrowser_MouseWheel(*textureBrowser, false);
+    }
+    return FALSE;
+}
+
+void TextureBrowser_scrollChanged(void *data, gdouble value)
+{
+    //globalOutputStream() << "vertical scroll\n";
+    TextureBrowser_setOriginY(*reinterpret_cast<TextureBrowser *>( data ), -(int) value);
+}
+
+static void TextureBrowser_verticalScroll(ui::Adjustment adjustment, TextureBrowser *textureBrowser)
+{
+    textureBrowser->m_scrollAdjustment.value_changed(gtk_adjustment_get_value(adjustment));
+}
+
+void TextureBrowser_updateScroll(TextureBrowser &textureBrowser)
+{
+    if (textureBrowser.m_showTextureScrollbar) {
+        int totalHeight = TextureBrowser_TotalHeight(textureBrowser);
+
+        totalHeight = std::max(totalHeight, textureBrowser.height);
+
+        auto vadjustment = gtk_range_get_adjustment(GTK_RANGE(textureBrowser.m_texture_scroll));
+
+        gtk_adjustment_set_value(vadjustment, -TextureBrowser_getOriginY(textureBrowser));
+        gtk_adjustment_set_page_size(vadjustment, textureBrowser.height);
+        gtk_adjustment_set_page_increment(vadjustment, textureBrowser.height / 2);
+        gtk_adjustment_set_step_increment(vadjustment, 20);
+        gtk_adjustment_set_lower(vadjustment, 0);
+        gtk_adjustment_set_upper(vadjustment, totalHeight);
+
+        g_signal_emit_by_name(G_OBJECT(vadjustment), "changed");
+    }
+}
+
+gboolean TextureBrowser_size_allocate(ui::Widget widget, GtkAllocation *allocation, TextureBrowser *textureBrowser)
+{
+    textureBrowser->width = allocation->width;
+    textureBrowser->height = allocation->height;
+    TextureBrowser_heightChanged(*textureBrowser);
+    textureBrowser->m_originInvalid = true;
+    TextureBrowser_queueDraw(*textureBrowser);
+    return FALSE;
+}
+
+gboolean TextureBrowser_expose(ui::Widget widget, GdkEventExpose *event, TextureBrowser *textureBrowser)
+{
+    if (glwidget_make_current(textureBrowser->m_gl_widget) != FALSE) {
+        GlobalOpenGL_debugAssertNoErrors();
+        TextureBrowser_evaluateHeight(*textureBrowser);
+        Texture_Draw(*textureBrowser);
+        GlobalOpenGL_debugAssertNoErrors();
+        glwidget_swap_buffers(textureBrowser->m_gl_widget);
+    }
+    return FALSE;
+}
+
+
+TextureBrowser g_TextureBrowser;
+
+TextureBrowser &GlobalTextureBrowser()
+{
+    return g_TextureBrowser;
+}
+
+bool TextureBrowser_hideUnused()
+{
+    return g_TextureBrowser.m_hideUnused;
+}
+
+void TextureBrowser_ToggleHideUnused()
+{
+    if (g_TextureBrowser.m_hideUnused) {
+        TextureBrowser_SetHideUnused(g_TextureBrowser, false);
+    } else {
+        TextureBrowser_SetHideUnused(g_TextureBrowser, true);
+    }
+}
+
+void TextureGroups_constructTreeModel(TextureGroups groups, ui::TreeStore store)
+{
+    // put the information from the old textures menu into a treeview
+    GtkTreeIter iter, child;
+
+    TextureGroups::const_iterator i = groups.begin();
+    while (i != groups.end()) {
+        const char *dirName = (*i).c_str();
+        const char *firstUnderscore = strchr(dirName, '_');
+        StringRange dirRoot(dirName, (firstUnderscore == 0) ? dirName : firstUnderscore + 1);
+
+        TextureGroups::const_iterator next = i;
+        ++next;
+        if (firstUnderscore != 0
+            && next != groups.end()
+            && string_equal_start((*next).c_str(), dirRoot)) {
+            gtk_tree_store_append(store, &iter, NULL);
+            gtk_tree_store_set(store, &iter, 0, CopiedString(StringRange(dirName, firstUnderscore)).c_str(), -1);
+
+            // keep going...
+            while (i != groups.end() && string_equal_start((*i).c_str(), dirRoot)) {
+                gtk_tree_store_append(store, &child, &iter);
+                gtk_tree_store_set(store, &child, 0, (*i).c_str(), -1);
+                ++i;
+            }
+        } else {
+            gtk_tree_store_append(store, &iter, NULL);
+            gtk_tree_store_set(store, &iter, 0, dirName, -1);
+            ++i;
+        }
+    }
+}
+
+TextureGroups TextureGroups_constructTreeView()
+{
+    TextureGroups groups;
+
+    if (TextureBrowser_showWads()) {
+        GlobalFileSystem().forEachArchive(TextureGroupsAddWadCaller(groups));
+    } else {
+        // scan texture dirs and pak files only if not restricting to shaderlist
+        if (g_pGameDescription->mGameType != "doom3" && !g_TextureBrowser_shaderlistOnly) {
+            GlobalFileSystem().forEachDirectory("textures/", TextureGroupsAddDirectoryCaller(groups));
+        }
+
+        GlobalShaderSystem().foreachShaderName(TextureGroupsAddShaderCaller(groups));
+    }
+
+    return groups;
+}
+
+void TextureBrowser_constructTreeStore()
+{
+    TextureGroups groups = TextureGroups_constructTreeView();
+    auto store = ui::TreeStore::from(gtk_tree_store_new(1, G_TYPE_STRING));
+    TextureGroups_constructTreeModel(groups, store);
+
+    gtk_tree_view_set_model(g_TextureBrowser.m_treeViewTree, store);
+
+    g_object_unref(G_OBJECT(store));
+}
+
+void TextureBrowser_constructTreeStoreTags()
+{
+    TextureGroups groups;
+    auto store = ui::TreeStore::from(gtk_tree_store_new(1, G_TYPE_STRING));
+    auto model = g_TextureBrowser.m_all_tags_list;
+
+    gtk_tree_view_set_model(g_TextureBrowser.m_treeViewTags, model);
+
+    g_object_unref(G_OBJECT(store));
+}
+
+void TreeView_onRowActivated(ui::TreeView treeview, ui::TreePath path, ui::TreeViewColumn col, gpointer userdata)
+{
+    GtkTreeIter iter;
+
+    auto model = gtk_tree_view_get_model(treeview);
+
+    if (gtk_tree_model_get_iter(model, &iter, path)) {
+        gchar dirName[1024];
+
+        gchar *buffer;
+        gtk_tree_model_get(model, &iter, 0, &buffer, -1);
+        strcpy(dirName, buffer);
+        g_free(buffer);
+
+        g_TextureBrowser.m_searchedTags = false;
+
+        if (!TextureBrowser_showWads()) {
+            strcat(dirName, "/");
+        }
+
+        ScopeDisableScreenUpdates disableScreenUpdates(dirName, "Loading Textures");
+        TextureBrowser_ShowDirectory(GlobalTextureBrowser(), dirName);
+        TextureBrowser_queueDraw(GlobalTextureBrowser());
+    }
+}
+
+void TextureBrowser_createTreeViewTree()
+{
+    gtk_tree_view_set_enable_search(g_TextureBrowser.m_treeViewTree, FALSE);
+
+    gtk_tree_view_set_headers_visible(g_TextureBrowser.m_treeViewTree, FALSE);
+    g_TextureBrowser.m_treeViewTree.connect("row-activated", (GCallback) TreeView_onRowActivated, NULL);
+
+    auto renderer = ui::CellRendererText(ui::New);
+    gtk_tree_view_insert_column_with_attributes(g_TextureBrowser.m_treeViewTree, -1, "", renderer, "text", 0, NULL);
+
+    TextureBrowser_constructTreeStore();
+}
+
+void TextureBrowser_addTag();
+
+void TextureBrowser_renameTag();
+
+void TextureBrowser_deleteTag();
+
+void TextureBrowser_createContextMenu(ui::Widget treeview, GdkEventButton *event)
+{
+    ui::Widget menu = ui::Menu(ui::New);
+
+    ui::Widget menuitem = ui::MenuItem("Add tag");
+    menuitem.connect("activate", (GCallback) TextureBrowser_addTag, treeview);
+    gtk_menu_shell_append(GTK_MENU_SHELL(menu), menuitem);
+
+    menuitem = ui::MenuItem("Rename tag");
+    menuitem.connect("activate", (GCallback) TextureBrowser_renameTag, treeview);
+    gtk_menu_shell_append(GTK_MENU_SHELL(menu), menuitem);
+
+    menuitem = ui::MenuItem("Delete tag");
+    menuitem.connect("activate", (GCallback) TextureBrowser_deleteTag, treeview);
+    gtk_menu_shell_append(GTK_MENU_SHELL(menu), menuitem);
+
+    gtk_widget_show_all(menu);
+
+    gtk_menu_popup(GTK_MENU(menu), NULL, NULL, NULL, NULL,
+                   (event != NULL) ? event->button : 0,
+                   gdk_event_get_time((GdkEvent *) event));
+}
+
+gboolean TreeViewTags_onButtonPressed(ui::TreeView treeview, GdkEventButton *event)
+{
+    if (event->type == GDK_BUTTON_PRESS && event->button == 3) {
+        GtkTreePath *path;
+        auto selection = gtk_tree_view_get_selection(treeview);
+
+        if (gtk_tree_view_get_path_at_pos(treeview, event->x, event->y, &path, NULL, NULL, NULL)) {
+            gtk_tree_selection_unselect_all(selection);
+            gtk_tree_selection_select_path(selection, path);
+            gtk_tree_path_free(path);
+        }
+
+        TextureBrowser_createContextMenu(treeview, event);
+        return TRUE;
+    }
+    return FALSE;
+}
+
+void TextureBrowser_createTreeViewTags()
+{
+    g_TextureBrowser.m_treeViewTags = ui::TreeView(ui::New);
+    gtk_tree_view_set_enable_search(g_TextureBrowser.m_treeViewTags, FALSE);
+
+    g_TextureBrowser.m_treeViewTags.connect("button-press-event", (GCallback) TreeViewTags_onButtonPressed, NULL);
+
+    gtk_tree_view_set_headers_visible(g_TextureBrowser.m_treeViewTags, FALSE);
+
+    auto renderer = ui::CellRendererText(ui::New);
+    gtk_tree_view_insert_column_with_attributes(g_TextureBrowser.m_treeViewTags, -1, "", renderer, "text", 0, NULL);
+
+    TextureBrowser_constructTreeStoreTags();
+}
+
+ui::MenuItem TextureBrowser_constructViewMenu(ui::Menu menu)
+{
+    ui::MenuItem textures_menu_item = ui::MenuItem(new_sub_menu_item_with_mnemonic("_View"));
+
+    if (g_Layout_enableDetachableMenus.m_value) {
+        menu_tearoff(menu);
+    }
+
+    create_check_menu_item_with_mnemonic(menu, "Hide _Unused", "ShowInUse");
+    if (string_empty(g_pGameDescription->getKeyValue("show_wads"))) {
+        create_check_menu_item_with_mnemonic(menu, "Hide Image Missing", "FilterMissing");
+    }
+
+    // hide notex and shadernotex on texture browser: no one wants to apply them
+    create_check_menu_item_with_mnemonic(menu, "Hide Fallback", "FilterFallback");
+
+    menu_separator(menu);
+
+    create_menu_item_with_mnemonic(menu, "Show All", "ShowAllTextures");
+
+    // we always want to show shaders but don't want a "Show Shaders" menu for doom3 and .wad file games
+    if (g_pGameDescription->mGameType == "doom3" || !string_empty(g_pGameDescription->getKeyValue("show_wads"))) {
+        g_TextureBrowser.m_showShaders = true;
+    } else {
+        create_check_menu_item_with_mnemonic(menu, "Show shaders", "ToggleShowShaders");
+    }
+
+    if (g_pGameDescription->mGameType != "doom3" && string_empty(g_pGameDescription->getKeyValue("show_wads"))) {
+        create_check_menu_item_with_mnemonic(menu, "Shaders Only", "ToggleShowShaderlistOnly");
+    }
+    if (g_TextureBrowser.m_tags) {
+        create_menu_item_with_mnemonic(menu, "Show Untagged", "ShowUntagged");
+    }
+
+    menu_separator(menu);
+    create_check_menu_item_with_mnemonic(menu, "Fixed Size", "FixedSize");
+    create_check_menu_item_with_mnemonic(menu, "Transparency", "EnableAlpha");
+
+    if (string_empty(g_pGameDescription->getKeyValue("show_wads"))) {
+        menu_separator(menu);
+        g_TextureBrowser.m_shader_info_item = ui::Widget(
+                create_menu_item_with_mnemonic(menu, "Shader Info", "ShaderInfo"));
+        gtk_widget_set_sensitive(g_TextureBrowser.m_shader_info_item, FALSE);
+    }
+
+
+    return textures_menu_item;
+}
+
+ui::MenuItem TextureBrowser_constructToolsMenu(ui::Menu menu)
+{
+    ui::MenuItem textures_menu_item = ui::MenuItem(new_sub_menu_item_with_mnemonic("_Tools"));
+
+    if (g_Layout_enableDetachableMenus.m_value) {
+        menu_tearoff(menu);
+    }
+
+    create_menu_item_with_mnemonic(menu, "Flush & Reload Shaders", "RefreshShaders");
+    create_menu_item_with_mnemonic(menu, "Find / Replace...", "FindReplaceTextures");
+
+    return textures_menu_item;
+}
+
+ui::MenuItem TextureBrowser_constructTagsMenu(ui::Menu menu)
+{
+    ui::MenuItem textures_menu_item = ui::MenuItem(new_sub_menu_item_with_mnemonic("T_ags"));
+
+    if (g_Layout_enableDetachableMenus.m_value) {
+        menu_tearoff(menu);
+    }
+
+    create_menu_item_with_mnemonic(menu, "Add tag", "AddTag");
+    create_menu_item_with_mnemonic(menu, "Rename tag", "RenameTag");
+    create_menu_item_with_mnemonic(menu, "Delete tag", "DeleteTag");
+    menu_separator(menu);
+    create_menu_item_with_mnemonic(menu, "Copy tags from selected", "CopyTag");
+    create_menu_item_with_mnemonic(menu, "Paste tags to selected", "PasteTag");
+
+    return textures_menu_item;
+}
+
+gboolean TextureBrowser_tagMoveHelper(ui::TreeModel model, ui::TreePath path, GtkTreeIter iter, GSList **selected)
+{
+    g_assert(selected != NULL);
+
+    auto rowref = gtk_tree_row_reference_new(model, path);
+    *selected = g_slist_append(*selected, rowref);
+
+    return FALSE;
+}
+
+void TextureBrowser_assignTags()
+{
+    GSList *selected = NULL;
+    GSList *node;
+    gchar *tag_assigned;
+
+    auto selection = gtk_tree_view_get_selection(g_TextureBrowser.m_available_tree);
+
+    gtk_tree_selection_selected_foreach(selection, (GtkTreeSelectionForeachFunc) TextureBrowser_tagMoveHelper,
+                                        &selected);
+
+    if (selected != NULL) {
+        for (node = selected; node != NULL; node = node->next) {
+            auto path = gtk_tree_row_reference_get_path((GtkTreeRowReference *) node->data);
+
+            if (path) {
+                GtkTreeIter iter;
+
+                if (gtk_tree_model_get_iter(g_TextureBrowser.m_available_store, &iter, path)) {
+                    gtk_tree_model_get(g_TextureBrowser.m_available_store, &iter, TAG_COLUMN, &tag_assigned, -1);
+                    if (!TagBuilder.CheckShaderTag(g_TextureBrowser.shader.c_str())) {
+                        // create a custom shader/texture entry
+                        IShader *ishader = QERApp_Shader_ForName(g_TextureBrowser.shader.c_str());
+                        CopiedString filename = ishader->getShaderFileName();
+
+                        if (filename.empty()) {
+                            // it's a texture
+                            TagBuilder.AddShaderNode(g_TextureBrowser.shader.c_str(), CUSTOM, TEXTURE);
+                        } else {
+                            // it's a shader
+                            TagBuilder.AddShaderNode(g_TextureBrowser.shader.c_str(), CUSTOM, SHADER);
+                        }
+                        ishader->DecRef();
+                    }
+                    TagBuilder.AddShaderTag(g_TextureBrowser.shader.c_str(), (char *) tag_assigned, TAG);
+
+                    gtk_list_store_remove(g_TextureBrowser.m_available_store, &iter);
+                    g_TextureBrowser.m_assigned_store.append(TAG_COLUMN, tag_assigned);
+                }
+            }
+        }
+
+        g_slist_foreach(selected, (GFunc) gtk_tree_row_reference_free, NULL);
+
+        // Save changes
+        TagBuilder.SaveXmlDoc();
+    }
+    g_slist_free(selected);
+}
+
+void TextureBrowser_removeTags()
+{
+    GSList *selected = NULL;
+    GSList *node;
+    gchar *tag;
+
+    auto selection = gtk_tree_view_get_selection(g_TextureBrowser.m_assigned_tree);
+
+    gtk_tree_selection_selected_foreach(selection, (GtkTreeSelectionForeachFunc) TextureBrowser_tagMoveHelper,
+                                        &selected);
+
+    if (selected != NULL) {
+        for (node = selected; node != NULL; node = node->next) {
+            auto path = gtk_tree_row_reference_get_path((GtkTreeRowReference *) node->data);
+
+            if (path) {
+                GtkTreeIter iter;
+
+                if (gtk_tree_model_get_iter(g_TextureBrowser.m_assigned_store, &iter, path)) {
+                    gtk_tree_model_get(g_TextureBrowser.m_assigned_store, &iter, TAG_COLUMN, &tag, -1);
+                    TagBuilder.DeleteShaderTag(g_TextureBrowser.shader.c_str(), tag);
+                    gtk_list_store_remove(g_TextureBrowser.m_assigned_store, &iter);
+                }
+            }
+        }
+
+        g_slist_foreach(selected, (GFunc) gtk_tree_row_reference_free, NULL);
+
+        // Update the "available tags list"
+        BuildStoreAvailableTags(g_TextureBrowser.m_available_store, g_TextureBrowser.m_assigned_store,
+                                g_TextureBrowser.m_all_tags, &g_TextureBrowser);
+
+        // Save changes
+        TagBuilder.SaveXmlDoc();
+    }
+    g_slist_free(selected);
+}
+
+void TextureBrowser_buildTagList()
+{
+    g_TextureBrowser.m_all_tags_list.clear();
+
+    std::set<CopiedString>::iterator iter;
+
+    for (iter = g_TextureBrowser.m_all_tags.begin(); iter != g_TextureBrowser.m_all_tags.end(); ++iter) {
+        g_TextureBrowser.m_all_tags_list.append(TAG_COLUMN, (*iter).c_str());
+    }
+}
+
+void TextureBrowser_searchTags()
+{
+    GSList *selected = NULL;
+    GSList *node;
+    gchar *tag;
+    char buffer[256];
+    char tags_searched[256];
+
+    auto selection = gtk_tree_view_get_selection(g_TextureBrowser.m_treeViewTags);
+
+    gtk_tree_selection_selected_foreach(selection, (GtkTreeSelectionForeachFunc) TextureBrowser_tagMoveHelper,
+                                        &selected);
+
+    if (selected != NULL) {
+        strcpy(buffer, "/root/*/*[tag='");
+        strcpy(tags_searched, "[TAGS] ");
+
+        for (node = selected; node != NULL; node = node->next) {
+            auto path = gtk_tree_row_reference_get_path((GtkTreeRowReference *) node->data);
+
+            if (path) {
+                GtkTreeIter iter;
+
+                if (gtk_tree_model_get_iter(g_TextureBrowser.m_all_tags_list, &iter, path)) {
+                    gtk_tree_model_get(g_TextureBrowser.m_all_tags_list, &iter, TAG_COLUMN, &tag, -1);
+
+                    strcat(buffer, tag);
+                    strcat(tags_searched, tag);
+                    if (node != g_slist_last(node)) {
+                        strcat(buffer, "' and tag='");
+                        strcat(tags_searched, ", ");
+                    }
+                }
+            }
+        }
+
+        strcat(buffer, "']");
+
+        g_slist_foreach(selected, (GFunc) gtk_tree_row_reference_free, NULL);
+
+        g_TextureBrowser.m_found_shaders.clear(); // delete old list
+        TagBuilder.TagSearch(buffer, g_TextureBrowser.m_found_shaders);
+
+        if (!g_TextureBrowser.m_found_shaders.empty()) { // found something
+            size_t shaders_found = g_TextureBrowser.m_found_shaders.size();
+
+            globalOutputStream() << "Found " << (unsigned int) shaders_found << " textures and shaders with "
+                                 << tags_searched << "\n";
+            ScopeDisableScreenUpdates disableScreenUpdates("Searching...", "Loading Textures");
+
+            std::set<CopiedString>::iterator iter;
+
+            for (iter = g_TextureBrowser.m_found_shaders.begin();
+                 iter != g_TextureBrowser.m_found_shaders.end(); iter++) {
+                std::string path = (*iter).c_str();
+                size_t pos = path.find_last_of("/", path.size());
+                std::string name = path.substr(pos + 1, path.size());
+                path = path.substr(0, pos + 1);
+                TextureDirectory_loadTexture(path.c_str(), name.c_str());
+            }
+        }
+        g_TextureBrowser.m_searchedTags = true;
+        g_TextureBrowser_currentDirectory = tags_searched;
+
+        g_TextureBrowser.m_nTotalHeight = 0;
+        TextureBrowser_setOriginY(g_TextureBrowser, 0);
+        TextureBrowser_heightChanged(g_TextureBrowser);
+        TextureBrowser_updateTitle();
+    }
+    g_slist_free(selected);
+}
+
+void TextureBrowser_toggleSearchButton()
+{
+    gint page = gtk_notebook_get_current_page(GTK_NOTEBOOK(g_TextureBrowser.m_tag_notebook));
+
+    if (page == 0) { // tag page
+        gtk_widget_show_all(g_TextureBrowser.m_search_button);
+    } else {
+        g_TextureBrowser.m_search_button.hide();
+    }
+}
+
+void TextureBrowser_constructTagNotebook()
+{
+    g_TextureBrowser.m_tag_notebook = ui::Widget::from(gtk_notebook_new());
+    ui::Widget labelTags = ui::Label("Tags");
+    ui::Widget labelTextures = ui::Label("Textures");
+
+    gtk_notebook_append_page(GTK_NOTEBOOK(g_TextureBrowser.m_tag_notebook), g_TextureBrowser.m_scr_win_tree,
+                             labelTextures);
+    gtk_notebook_append_page(GTK_NOTEBOOK(g_TextureBrowser.m_tag_notebook), g_TextureBrowser.m_scr_win_tags, labelTags);
+
+    g_TextureBrowser.m_tag_notebook.connect("switch-page", G_CALLBACK(TextureBrowser_toggleSearchButton), NULL);
+
+    gtk_widget_show_all(g_TextureBrowser.m_tag_notebook);
+}
+
+void TextureBrowser_constructSearchButton()
+{
+    auto image = ui::Widget::from(gtk_image_new_from_stock(GTK_STOCK_FIND, GTK_ICON_SIZE_SMALL_TOOLBAR));
+    g_TextureBrowser.m_search_button = ui::Button(ui::New);
+    g_TextureBrowser.m_search_button.connect("clicked", G_CALLBACK(TextureBrowser_searchTags), NULL);
+    gtk_widget_set_tooltip_text(g_TextureBrowser.m_search_button, "Search with selected tags");
+    g_TextureBrowser.m_search_button.add(image);
+}
+
+void TextureBrowser_checkTagFile()
+{
+    const char SHADERTAG_FILE[] = "shadertags.xml";
+    CopiedString default_filename, rc_filename;
+    StringOutputStream stream(256);
+
+    stream << LocalRcPath_get();
+    stream << SHADERTAG_FILE;
+    rc_filename = stream.c_str();
+
+    if (file_exists(rc_filename.c_str())) {
+        g_TextureBrowser.m_tags = TagBuilder.OpenXmlDoc(rc_filename.c_str());
+
+        if (g_TextureBrowser.m_tags) {
+            globalOutputStream() << "Loading tag file " << rc_filename.c_str() << ".\n";
+        }
+    } else {
+        // load default tagfile
+        stream.clear();
+        stream << g_pGameDescription->mGameToolsPath.c_str();
+        stream << SHADERTAG_FILE;
+        default_filename = stream.c_str();
+
+        if (file_exists(default_filename.c_str())) {
+            g_TextureBrowser.m_tags = TagBuilder.OpenXmlDoc(default_filename.c_str(), rc_filename.c_str());
+
+            if (g_TextureBrowser.m_tags) {
+                globalOutputStream() << "Loading default tag file " << default_filename.c_str() << ".\n";
+            }
+        } else {
+            globalErrorStream() << "Unable to find default tag file " << default_filename.c_str()
+                                << ". No tag support.\n";
+        }
+    }
+}
+
+void TextureBrowser_SetNotex()
+{
+    StringOutputStream name(256);
+    name << GlobalRadiant().getAppPath() << "bitmaps/" NOTEX_BASENAME ".png";
+    g_notex = name.c_str();
+
+    name = StringOutputStream(256);
+    name << GlobalRadiant().getAppPath() << "bitmaps/" SHADERNOTEX_BASENAME " .png";
+    g_shadernotex = name.c_str();
+}
+
+ui::Widget TextureBrowser_constructWindow(ui::Window toplevel)
+{
+    // The gl_widget and the tag assignment frame should be packed into a GtkVPaned with the slider
+    // position stored in local.pref. gtk_paned_get_position() and gtk_paned_set_position() don't
+    // seem to work in gtk 2.4 and the arrow buttons don't handle GTK_FILL, so here's another thing
+    // for the "once-the-gtk-libs-are-updated-TODO-list" :x
+
+    TextureBrowser_checkTagFile();
+    TextureBrowser_SetNotex();
+
+    GlobalShaderSystem().setActiveShadersChangedNotify(
+            ReferenceCaller<TextureBrowser, void(), TextureBrowser_activeShadersChanged>(g_TextureBrowser));
+
+    g_TextureBrowser.m_parent = toplevel;
+
+    auto table = ui::Table(3, 3, FALSE);
+    auto vbox = ui::VBox(FALSE, 0);
+    table.attach(vbox, {0, 1, 1, 3}, {GTK_FILL, GTK_FILL});
+    vbox.show();
+
+    ui::Widget menu_bar{ui::null};
+
+    { // menu bar
+        menu_bar = ui::Widget::from(gtk_menu_bar_new());
+        auto menu_view = ui::Menu(ui::New);
+        auto view_item = TextureBrowser_constructViewMenu(menu_view);
+        gtk_menu_item_set_submenu(GTK_MENU_ITEM(view_item), menu_view);
+        gtk_menu_shell_append(GTK_MENU_SHELL(menu_bar), view_item);
+
+        auto menu_tools = ui::Menu(ui::New);
+        auto tools_item = TextureBrowser_constructToolsMenu(menu_tools);
+        gtk_menu_item_set_submenu(GTK_MENU_ITEM(tools_item), menu_tools);
+        gtk_menu_shell_append(GTK_MENU_SHELL(menu_bar), tools_item);
+
+        table.attach(menu_bar, {0, 3, 0, 1}, {GTK_FILL, GTK_SHRINK});
+        menu_bar.show();
+    }
+    { // Texture TreeView
+        g_TextureBrowser.m_scr_win_tree = ui::ScrolledWindow(ui::New);
+        gtk_container_set_border_width(GTK_CONTAINER(g_TextureBrowser.m_scr_win_tree), 0);
+
+        // vertical only scrolling for treeview
+        gtk_scrolled_window_set_policy(GTK_SCROLLED_WINDOW(g_TextureBrowser.m_scr_win_tree), GTK_POLICY_NEVER,
+                                       GTK_POLICY_ALWAYS);
+
+        g_TextureBrowser.m_scr_win_tree.show();
+
+        TextureBrowser_createTreeViewTree();
+
+        gtk_scrolled_window_add_with_viewport(GTK_SCROLLED_WINDOW(g_TextureBrowser.m_scr_win_tree),
+                                              g_TextureBrowser.m_treeViewTree);
+        g_TextureBrowser.m_treeViewTree.show();
+    }
+    { // gl_widget scrollbar
+        auto w = ui::Widget::from(gtk_vscrollbar_new(ui::Adjustment(0, 0, 0, 1, 1, 0)));
+        table.attach(w, {2, 3, 1, 2}, {GTK_SHRINK, GTK_FILL});
+        w.show();
+        g_TextureBrowser.m_texture_scroll = w;
+
+        auto vadjustment = ui::Adjustment::from(gtk_range_get_adjustment(GTK_RANGE(g_TextureBrowser.m_texture_scroll)));
+        vadjustment.connect("value_changed", G_CALLBACK(TextureBrowser_verticalScroll), &g_TextureBrowser);
+
+        g_TextureBrowser.m_texture_scroll.visible(g_TextureBrowser.m_showTextureScrollbar);
+    }
+    { // gl_widget
+        g_TextureBrowser.m_gl_widget = glwidget_new(FALSE);
+        g_object_ref(g_TextureBrowser.m_gl_widget._handle);
+
+        gtk_widget_set_events(g_TextureBrowser.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(g_TextureBrowser.m_gl_widget, true);
+
+        table.attach(g_TextureBrowser.m_gl_widget, {1, 2, 1, 2});
+        g_TextureBrowser.m_gl_widget.show();
+
+        g_TextureBrowser.m_sizeHandler = g_TextureBrowser.m_gl_widget.connect("size_allocate",
+                                                                              G_CALLBACK(TextureBrowser_size_allocate),
+                                                                              &g_TextureBrowser);
+        g_TextureBrowser.m_exposeHandler = g_TextureBrowser.m_gl_widget.on_render(G_CALLBACK(TextureBrowser_expose),
+                                                                                  &g_TextureBrowser);
+
+        g_TextureBrowser.m_gl_widget.connect("button_press_event", G_CALLBACK(TextureBrowser_button_press),
+                                             &g_TextureBrowser);
+        g_TextureBrowser.m_gl_widget.connect("button_release_event", G_CALLBACK(TextureBrowser_button_release),
+                                             &g_TextureBrowser);
+        g_TextureBrowser.m_gl_widget.connect("motion_notify_event", G_CALLBACK(TextureBrowser_motion),
+                                             &g_TextureBrowser);
+        g_TextureBrowser.m_gl_widget.connect("scroll_event", G_CALLBACK(TextureBrowser_scroll), &g_TextureBrowser);
+    }
+
+    // tag stuff
+    if (g_TextureBrowser.m_tags) {
+        { // fill tag GtkListStore
+            g_TextureBrowser.m_all_tags_list = ui::ListStore::from(gtk_list_store_new(N_COLUMNS, G_TYPE_STRING));
+            auto sortable = GTK_TREE_SORTABLE(g_TextureBrowser.m_all_tags_list);
+            gtk_tree_sortable_set_sort_column_id(sortable, TAG_COLUMN, GTK_SORT_ASCENDING);
+
+            TagBuilder.GetAllTags(g_TextureBrowser.m_all_tags);
+            TextureBrowser_buildTagList();
+        }
+        { // tag menu bar
+            auto menu_tags = ui::Menu(ui::New);
+            auto tags_item = TextureBrowser_constructTagsMenu(menu_tags);
+            gtk_menu_item_set_submenu(GTK_MENU_ITEM(tags_item), menu_tags);
+            gtk_menu_shell_append(GTK_MENU_SHELL(menu_bar), tags_item);
+        }
+        { // Tag TreeView
+            g_TextureBrowser.m_scr_win_tags = ui::ScrolledWindow(ui::New);
+            gtk_container_set_border_width(GTK_CONTAINER(g_TextureBrowser.m_scr_win_tags), 0);
+
+            // vertical only scrolling for treeview
+            gtk_scrolled_window_set_policy(GTK_SCROLLED_WINDOW(g_TextureBrowser.m_scr_win_tags), GTK_POLICY_NEVER,
+                                           GTK_POLICY_ALWAYS);
+
+            TextureBrowser_createTreeViewTags();
+
+            auto selection = gtk_tree_view_get_selection(g_TextureBrowser.m_treeViewTags);
+            gtk_tree_selection_set_mode(selection, GTK_SELECTION_MULTIPLE);
+
+            gtk_scrolled_window_add_with_viewport(GTK_SCROLLED_WINDOW(g_TextureBrowser.m_scr_win_tags),
+                                                  g_TextureBrowser.m_treeViewTags);
+            g_TextureBrowser.m_treeViewTags.show();
+        }
+        { // Texture/Tag notebook
+            TextureBrowser_constructTagNotebook();
+            vbox.pack_start(g_TextureBrowser.m_tag_notebook, TRUE, TRUE, 0);
+        }
+        { // Tag search button
+            TextureBrowser_constructSearchButton();
+            vbox.pack_end(g_TextureBrowser.m_search_button, FALSE, FALSE, 0);
+        }
+        auto frame_table = ui::Table(3, 3, FALSE);
+        { // Tag frame
+
+            g_TextureBrowser.m_tag_frame = ui::Frame("Tag assignment");
+            gtk_frame_set_label_align(GTK_FRAME(g_TextureBrowser.m_tag_frame), 0.5, 0.5);
+            gtk_frame_set_shadow_type(GTK_FRAME(g_TextureBrowser.m_tag_frame), GTK_SHADOW_NONE);
+
+            table.attach(g_TextureBrowser.m_tag_frame, {1, 3, 2, 3}, {GTK_FILL, GTK_SHRINK});
+
+            frame_table.show();
+
+            g_TextureBrowser.m_tag_frame.add(frame_table);
+        }
+        { // assigned tag list
+            ui::Widget scrolled_win = ui::ScrolledWindow(ui::New);
+            gtk_container_set_border_width(GTK_CONTAINER(scrolled_win), 0);
+            gtk_scrolled_window_set_policy(GTK_SCROLLED_WINDOW(scrolled_win), GTK_POLICY_NEVER, GTK_POLICY_ALWAYS);
+
+            g_TextureBrowser.m_assigned_store = ui::ListStore::from(gtk_list_store_new(N_COLUMNS, G_TYPE_STRING));
+
+            auto sortable = GTK_TREE_SORTABLE(g_TextureBrowser.m_assigned_store);
+            gtk_tree_sortable_set_sort_column_id(sortable, TAG_COLUMN, GTK_SORT_ASCENDING);
+
+            auto renderer = ui::CellRendererText(ui::New);
+
+            g_TextureBrowser.m_assigned_tree = ui::TreeView(
+                    ui::TreeModel::from(g_TextureBrowser.m_assigned_store._handle));
+            g_TextureBrowser.m_assigned_store.unref();
+            g_TextureBrowser.m_assigned_tree.connect("row-activated", (GCallback) TextureBrowser_removeTags, NULL);
+            gtk_tree_view_set_headers_visible(g_TextureBrowser.m_assigned_tree, FALSE);
+
+            auto selection = gtk_tree_view_get_selection(g_TextureBrowser.m_assigned_tree);
+            gtk_tree_selection_set_mode(selection, GTK_SELECTION_MULTIPLE);
+
+            auto column = ui::TreeViewColumn("", renderer, {{"text", TAG_COLUMN}});
+            gtk_tree_view_append_column(g_TextureBrowser.m_assigned_tree, column);
+            g_TextureBrowser.m_assigned_tree.show();
+
+            scrolled_win.show();
+            gtk_scrolled_window_add_with_viewport(GTK_SCROLLED_WINDOW(scrolled_win), g_TextureBrowser.m_assigned_tree);
+
+            frame_table.attach(scrolled_win, {0, 1, 1, 3}, {GTK_FILL, GTK_FILL});
+        }
+        { // available tag list
+            ui::Widget scrolled_win = ui::ScrolledWindow(ui::New);
+            gtk_container_set_border_width(GTK_CONTAINER(scrolled_win), 0);
+            gtk_scrolled_window_set_policy(GTK_SCROLLED_WINDOW(scrolled_win), GTK_POLICY_NEVER, GTK_POLICY_ALWAYS);
+
+            g_TextureBrowser.m_available_store = ui::ListStore::from(gtk_list_store_new(N_COLUMNS, G_TYPE_STRING));
+            auto sortable = GTK_TREE_SORTABLE(g_TextureBrowser.m_available_store);
+            gtk_tree_sortable_set_sort_column_id(sortable, TAG_COLUMN, GTK_SORT_ASCENDING);
+
+            auto renderer = ui::CellRendererText(ui::New);
+
+            g_TextureBrowser.m_available_tree = ui::TreeView(
+                    ui::TreeModel::from(g_TextureBrowser.m_available_store._handle));
+            g_TextureBrowser.m_available_store.unref();
+            g_TextureBrowser.m_available_tree.connect("row-activated", (GCallback) TextureBrowser_assignTags, NULL);
+            gtk_tree_view_set_headers_visible(g_TextureBrowser.m_available_tree, FALSE);
+
+            auto selection = gtk_tree_view_get_selection(g_TextureBrowser.m_available_tree);
+            gtk_tree_selection_set_mode(selection, GTK_SELECTION_MULTIPLE);
+
+            auto column = ui::TreeViewColumn("", renderer, {{"text", TAG_COLUMN}});
+            gtk_tree_view_append_column(g_TextureBrowser.m_available_tree, column);
+            g_TextureBrowser.m_available_tree.show();
+
+            scrolled_win.show();
+            gtk_scrolled_window_add_with_viewport(GTK_SCROLLED_WINDOW(scrolled_win), g_TextureBrowser.m_available_tree);
+
+            frame_table.attach(scrolled_win, {2, 3, 1, 3}, {GTK_FILL, GTK_FILL});
+        }
+        { // tag arrow buttons
+            auto m_btn_left = ui::Button(ui::New);
+            auto m_btn_right = ui::Button(ui::New);
+            auto m_arrow_left = ui::Widget::from(gtk_arrow_new(GTK_ARROW_LEFT, GTK_SHADOW_OUT));
+            auto m_arrow_right = ui::Widget::from(gtk_arrow_new(GTK_ARROW_RIGHT, GTK_SHADOW_OUT));
+            m_btn_left.add(m_arrow_left);
+            m_btn_right.add(m_arrow_right);
+
+            // workaround. the size of the tag frame depends of the requested size of the arrow buttons.
+            m_arrow_left.dimensions(-1, 68);
+            m_arrow_right.dimensions(-1, 68);
+
+            frame_table.attach(m_btn_left, {1, 2, 1, 2}, {GTK_SHRINK, GTK_EXPAND});
+            frame_table.attach(m_btn_right, {1, 2, 2, 3}, {GTK_SHRINK, GTK_EXPAND});
+
+            m_btn_left.connect("clicked", G_CALLBACK(TextureBrowser_assignTags), NULL);
+            m_btn_right.connect("clicked", G_CALLBACK(TextureBrowser_removeTags), NULL);
+
+            m_btn_left.show();
+            m_btn_right.show();
+            m_arrow_left.show();
+            m_arrow_right.show();
+        }
+        { // tag fram labels
+            ui::Widget m_lbl_assigned = ui::Label("Assigned");
+            ui::Widget m_lbl_unassigned = ui::Label("Available");
+
+            frame_table.attach(m_lbl_assigned, {0, 1, 0, 1}, {GTK_EXPAND, GTK_SHRINK});
+            frame_table.attach(m_lbl_unassigned, {2, 3, 0, 1}, {GTK_EXPAND, GTK_SHRINK});
+
+            m_lbl_assigned.show();
+            m_lbl_unassigned.show();
+        }
+    } else { // no tag support, show the texture tree only
+        vbox.pack_start(g_TextureBrowser.m_scr_win_tree, TRUE, TRUE, 0);
+    }
+
+    // TODO do we need this?
+    //gtk_container_set_focus_chain(GTK_CONTAINER(hbox_table), NULL);
+
+    return table;
+}
+
+void TextureBrowser_destroyWindow()
+{
+    GlobalShaderSystem().setActiveShadersChangedNotify(Callback<void()>());
+
+    g_signal_handler_disconnect(G_OBJECT(g_TextureBrowser.m_gl_widget), g_TextureBrowser.m_sizeHandler);
+    g_signal_handler_disconnect(G_OBJECT(g_TextureBrowser.m_gl_widget), g_TextureBrowser.m_exposeHandler);
+
+    g_TextureBrowser.m_gl_widget.unref();
+}
+
+const Vector3 &TextureBrowser_getBackgroundColour(TextureBrowser &textureBrowser)
+{
+    return textureBrowser.color_textureback;
+}
+
+void TextureBrowser_setBackgroundColour(TextureBrowser &textureBrowser, const Vector3 &colour)
+{
+    textureBrowser.color_textureback = colour;
+    TextureBrowser_queueDraw(textureBrowser);
+}
+
+void TextureBrowser_selectionHelper(ui::TreeModel model, ui::TreePath path, GtkTreeIter *iter, GSList **selected)
+{
+    g_assert(selected != NULL);
+
+    gchar *name;
+    gtk_tree_model_get(model, iter, TAG_COLUMN, &name, -1);
+    *selected = g_slist_append(*selected, name);
+}
+
+void TextureBrowser_shaderInfo()
+{
+    const char *name = TextureBrowser_GetSelectedShader(g_TextureBrowser);
+    IShader *shader = QERApp_Shader_ForName(name);
+
+    DoShaderInfoDlg(name, shader->getShaderFileName(), "Shader Info");
+
+    shader->DecRef();
+}
+
+void TextureBrowser_addTag()
+{
+    CopiedString tag;
+
+    EMessageBoxReturn result = DoShaderTagDlg(&tag, "Add shader tag");
+
+    if (result == eIDOK && !tag.empty()) {
+        GtkTreeIter iter;
+        g_TextureBrowser.m_all_tags.insert(tag.c_str());
+        gtk_list_store_append(g_TextureBrowser.m_available_store, &iter);
+        gtk_list_store_set(g_TextureBrowser.m_available_store, &iter, TAG_COLUMN, tag.c_str(), -1);
+
+        // Select the currently added tag in the available list
+        auto selection = gtk_tree_view_get_selection(g_TextureBrowser.m_available_tree);
+        gtk_tree_selection_select_iter(selection, &iter);
+
+        g_TextureBrowser.m_all_tags_list.append(TAG_COLUMN, tag.c_str());
+    }
+}
+
+void TextureBrowser_renameTag()
+{
+    /* WORKAROUND: The tag treeview is set to GTK_SELECTION_MULTIPLE. Because
+          gtk_tree_selection_get_selected() doesn't work with GTK_SELECTION_MULTIPLE,
+          we need to count the number of selected rows first and use
+          gtk_tree_selection_selected_foreach() then to go through the list of selected
+          rows (which always containins a single row).
+        */
+
+    GSList *selected = NULL;
+
+    auto selection = gtk_tree_view_get_selection(g_TextureBrowser.m_treeViewTags);
+    gtk_tree_selection_selected_foreach(selection, GtkTreeSelectionForeachFunc(TextureBrowser_selectionHelper),
+                                        &selected);
+
+    if (g_slist_length(selected) == 1) { // we only rename a single tag
+        CopiedString newTag;
+        EMessageBoxReturn result = DoShaderTagDlg(&newTag, "Rename shader tag");
+
+        if (result == eIDOK && !newTag.empty()) {
+            GtkTreeIter iterList;
+            gchar *rowTag;
+            gchar *oldTag = (char *) selected->data;
+
+            bool row = gtk_tree_model_get_iter_first(g_TextureBrowser.m_all_tags_list, &iterList) != 0;
+
+            while (row) {
+                gtk_tree_model_get(g_TextureBrowser.m_all_tags_list, &iterList, TAG_COLUMN, &rowTag, -1);
+
+                if (strcmp(rowTag, oldTag) == 0) {
+                    gtk_list_store_set(g_TextureBrowser.m_all_tags_list, &iterList, TAG_COLUMN, newTag.c_str(), -1);
+                }
+                row = gtk_tree_model_iter_next(g_TextureBrowser.m_all_tags_list, &iterList) != 0;
+            }
+
+            TagBuilder.RenameShaderTag(oldTag, newTag.c_str());
+
+            g_TextureBrowser.m_all_tags.erase((CopiedString) oldTag);
+            g_TextureBrowser.m_all_tags.insert(newTag);
+
+            BuildStoreAssignedTags(g_TextureBrowser.m_assigned_store, g_TextureBrowser.shader.c_str(),
+                                   &g_TextureBrowser);
+            BuildStoreAvailableTags(g_TextureBrowser.m_available_store, g_TextureBrowser.m_assigned_store,
+                                    g_TextureBrowser.m_all_tags, &g_TextureBrowser);
+        }
+    } else {
+        ui::alert(g_TextureBrowser.m_parent, "Select a single tag for renaming.");
+    }
+}
+
+void TextureBrowser_deleteTag()
+{
+    GSList *selected = NULL;
+
+    auto selection = gtk_tree_view_get_selection(g_TextureBrowser.m_treeViewTags);
+    gtk_tree_selection_selected_foreach(selection, GtkTreeSelectionForeachFunc(TextureBrowser_selectionHelper),
+                                        &selected);
+
+    if (g_slist_length(selected) == 1) { // we only delete a single tag
+        auto result = ui::alert(g_TextureBrowser.m_parent, "Are you sure you want to delete the selected tag?",
+                                "Delete Tag", ui::alert_type::YESNO, ui::alert_icon::Question);
+
+        if (result == ui::alert_response::YES) {
+            GtkTreeIter iterSelected;
+            gchar *rowTag;
+
+            gchar *tagSelected = (char *) selected->data;
+
+            bool row = gtk_tree_model_get_iter_first(g_TextureBrowser.m_all_tags_list, &iterSelected) != 0;
+
+            while (row) {
+                gtk_tree_model_get(g_TextureBrowser.m_all_tags_list, &iterSelected, TAG_COLUMN, &rowTag, -1);
+
+                if (strcmp(rowTag, tagSelected) == 0) {
+                    gtk_list_store_remove(g_TextureBrowser.m_all_tags_list, &iterSelected);
+                    break;
+                }
+                row = gtk_tree_model_iter_next(g_TextureBrowser.m_all_tags_list, &iterSelected) != 0;
+            }
+
+            TagBuilder.DeleteTag(tagSelected);
+            g_TextureBrowser.m_all_tags.erase((CopiedString) tagSelected);
+
+            BuildStoreAssignedTags(g_TextureBrowser.m_assigned_store, g_TextureBrowser.shader.c_str(),
+                                   &g_TextureBrowser);
+            BuildStoreAvailableTags(g_TextureBrowser.m_available_store, g_TextureBrowser.m_assigned_store,
+                                    g_TextureBrowser.m_all_tags, &g_TextureBrowser);
+        }
+    } else {
+        ui::alert(g_TextureBrowser.m_parent, "Select a single tag for deletion.");
+    }
+}
+
+void TextureBrowser_copyTag()
+{
+    g_TextureBrowser.m_copied_tags.clear();
+    TagBuilder.GetShaderTags(g_TextureBrowser.shader.c_str(), g_TextureBrowser.m_copied_tags);
+}
+
+void TextureBrowser_pasteTag()
+{
+    IShader *ishader = QERApp_Shader_ForName(g_TextureBrowser.shader.c_str());
+    CopiedString shader = g_TextureBrowser.shader.c_str();
+
+    if (!TagBuilder.CheckShaderTag(shader.c_str())) {
+        CopiedString shaderFile = ishader->getShaderFileName();
+        if (shaderFile.empty()) {
+            // it's a texture
+            TagBuilder.AddShaderNode(shader.c_str(), CUSTOM, TEXTURE);
+        } else {
+            // it's a shader
+            TagBuilder.AddShaderNode(shader.c_str(), CUSTOM, SHADER);
+        }
+
+        for (size_t i = 0; i < g_TextureBrowser.m_copied_tags.size(); ++i) {
+            TagBuilder.AddShaderTag(shader.c_str(), g_TextureBrowser.m_copied_tags[i].c_str(), TAG);
+        }
+    } else {
+        for (size_t i = 0; i < g_TextureBrowser.m_copied_tags.size(); ++i) {
+            if (!TagBuilder.CheckShaderTag(shader.c_str(), g_TextureBrowser.m_copied_tags[i].c_str())) {
+                // the tag doesn't exist - let's add it
+                TagBuilder.AddShaderTag(shader.c_str(), g_TextureBrowser.m_copied_tags[i].c_str(), TAG);
+            }
+        }
+    }
+
+    ishader->DecRef();
+
+    TagBuilder.SaveXmlDoc();
+    BuildStoreAssignedTags(g_TextureBrowser.m_assigned_store, shader.c_str(), &g_TextureBrowser);
+    BuildStoreAvailableTags(g_TextureBrowser.m_available_store, g_TextureBrowser.m_assigned_store,
+                            g_TextureBrowser.m_all_tags, &g_TextureBrowser);
+}
+
+void TextureBrowser_RefreshShaders()
+{
+    ScopeDisableScreenUpdates disableScreenUpdates("Processing...", "Loading Shaders");
+    GlobalShaderSystem().refresh();
+    UpdateAllWindows();
+    auto selection = gtk_tree_view_get_selection(GlobalTextureBrowser().m_treeViewTree);
+    GtkTreeModel *model = NULL;
+    GtkTreeIter iter;
+    if (gtk_tree_selection_get_selected(selection, &model, &iter)) {
+        gchar dirName[1024];
+
+        gchar *buffer;
+        gtk_tree_model_get(model, &iter, 0, &buffer, -1);
+        strcpy(dirName, buffer);
+        g_free(buffer);
+        if (!TextureBrowser_showWads()) {
+            strcat(dirName, "/");
+        }
+        TextureBrowser_ShowDirectory(GlobalTextureBrowser(), dirName);
+        TextureBrowser_queueDraw(GlobalTextureBrowser());
+    }
+}
+
+void TextureBrowser_ToggleShowShaders()
+{
+    g_TextureBrowser.m_showShaders ^= 1;
+    g_TextureBrowser.m_showshaders_item.update();
+    TextureBrowser_queueDraw(g_TextureBrowser);
+}
+
+void TextureBrowser_ToggleShowShaderListOnly()
+{
+    g_TextureBrowser_shaderlistOnly ^= 1;
+    g_TextureBrowser.m_showshaderlistonly_item.update();
+
+    TextureBrowser_constructTreeStore();
+}
+
+void TextureBrowser_showAll()
+{
+    g_TextureBrowser_currentDirectory = "";
+    g_TextureBrowser.m_searchedTags = false;
+    TextureBrowser_heightChanged(g_TextureBrowser);
+    TextureBrowser_updateTitle();
+}
+
+void TextureBrowser_showUntagged()
+{
+    auto result = ui::alert(g_TextureBrowser.m_parent,
+                            "WARNING! This function might need a lot of memory and time. Are you sure you want to use it?",
+                            "Show Untagged", ui::alert_type::YESNO, ui::alert_icon::Warning);
+
+    if (result == ui::alert_response::YES) {
+        g_TextureBrowser.m_found_shaders.clear();
+        TagBuilder.GetUntagged(g_TextureBrowser.m_found_shaders);
+        std::set<CopiedString>::iterator iter;
+
+        ScopeDisableScreenUpdates disableScreenUpdates("Searching untagged textures...", "Loading Textures");
+
+        for (iter = g_TextureBrowser.m_found_shaders.begin(); iter != g_TextureBrowser.m_found_shaders.end(); iter++) {
+            std::string path = (*iter).c_str();
+            size_t pos = path.find_last_of("/", path.size());
+            std::string name = path.substr(pos + 1, path.size());
+            path = path.substr(0, pos + 1);
+            TextureDirectory_loadTexture(path.c_str(), name.c_str());
+            globalErrorStream() << path.c_str() << name.c_str() << "\n";
+        }
+
+        g_TextureBrowser_currentDirectory = "Untagged";
+        TextureBrowser_queueDraw(GlobalTextureBrowser());
+        TextureBrowser_heightChanged(g_TextureBrowser);
+        TextureBrowser_updateTitle();
+    }
+}
+
+void TextureBrowser_FixedSize()
+{
+    g_TextureBrowser_fixedSize ^= 1;
+    GlobalTextureBrowser().m_fixedsize_item.update();
+    TextureBrowser_activeShadersChanged(GlobalTextureBrowser());
+}
+
+void TextureBrowser_FilterMissing()
+{
+    g_TextureBrowser_filterMissing ^= 1;
+    GlobalTextureBrowser().m_filternotex_item.update();
+    TextureBrowser_activeShadersChanged(GlobalTextureBrowser());
+    TextureBrowser_RefreshShaders();
+}
+
+void TextureBrowser_FilterFallback()
+{
+    g_TextureBrowser_filterFallback ^= 1;
+    GlobalTextureBrowser().m_hidenotex_item.update();
+    TextureBrowser_activeShadersChanged(GlobalTextureBrowser());
+    TextureBrowser_RefreshShaders();
+}
+
+void TextureBrowser_EnableAlpha()
+{
+    g_TextureBrowser_enableAlpha ^= 1;
+    GlobalTextureBrowser().m_enablealpha_item.update();
+    TextureBrowser_activeShadersChanged(GlobalTextureBrowser());
+}
+
+void TextureBrowser_exportTitle(const Callback<void(const char *)> &importer)
+{
+    StringOutputStream buffer(64);
+    buffer << "Textures: ";
+    if (!string_empty(g_TextureBrowser_currentDirectory.c_str())) {
+        buffer << g_TextureBrowser_currentDirectory.c_str();
+    } else {
+        buffer << "all";
+    }
+    importer(buffer.c_str());
+}
+
+struct TextureScale {
+    static void Export(const TextureBrowser &self, const Callback<void(int)> &returnz)
+    {
+        switch (self.m_textureScale) {
+            case 10:
+                returnz(0);
+                break;
+            case 25:
+                returnz(1);
+                break;
+            case 50:
+                returnz(2);
+                break;
+            case 100:
+                returnz(3);
+                break;
+            case 200:
+                returnz(4);
+                break;
+        }
+    }
+
+    static void Import(TextureBrowser &self, int value)
+    {
+        switch (value) {
+            case 0:
+                TextureBrowser_setScale(self, 10);
+                break;
+            case 1:
+                TextureBrowser_setScale(self, 25);
+                break;
+            case 2:
+                TextureBrowser_setScale(self, 50);
+                break;
+            case 3:
+                TextureBrowser_setScale(self, 100);
+                break;
+            case 4:
+                TextureBrowser_setScale(self, 200);
+                break;
+        }
+    }
+};
+
+struct UniformTextureSize {
+    static void Export(const TextureBrowser &self, const Callback<void(int)> &returnz)
+    {
+        returnz(g_TextureBrowser.m_uniformTextureSize);
+    }
+
+    static void Import(TextureBrowser &self, int value)
+    {
+        if (value > 16) {
+            TextureBrowser_setUniformSize(self, value);
+        }
+    }
+};
+
+void TextureBrowser_constructPreferences(PreferencesPage &page)
+{
+    page.appendCheckBox(
+            "", "Texture scrollbar",
+            make_property<TextureBrowser_ShowScrollbar>(GlobalTextureBrowser())
+    );
+    {
+        const char *texture_scale[] = {"10%", "25%", "50%", "100%", "200%"};
+        page.appendCombo(
+                "Texture Thumbnail Scale",
+                STRING_ARRAY_RANGE(texture_scale),
+                make_property<TextureScale>(GlobalTextureBrowser())
+        );
+    }
+    page.appendSpinner(
+            "Texture Thumbnail Size",
+            GlobalTextureBrowser().m_uniformTextureSize,
+            GlobalTextureBrowser().m_uniformTextureSize,
+            16, 8192
+    );
+    page.appendEntry("Mousewheel Increment", GlobalTextureBrowser().m_mouseWheelScrollIncrement);
+    {
+        const char *startup_shaders[] = {"None", TextureBrowser_getComonShadersName()};
+        page.appendCombo("Load Shaders at Startup", reinterpret_cast<int &>( GlobalTextureBrowser().m_startupShaders ),
+                         STRING_ARRAY_RANGE(startup_shaders));
+    }
+}
+
+void TextureBrowser_constructPage(PreferenceGroup &group)
+{
+    PreferencesPage page(group.createPage("Texture Browser", "Texture Browser Preferences"));
+    TextureBrowser_constructPreferences(page);
+}
+
+void TextureBrowser_registerPreferencesPage()
+{
+    PreferencesDialog_addSettingsPage(makeCallbackF(TextureBrowser_constructPage));
+}
+
+
+#include "preferencesystem.h"
+#include "stringio.h"
+
+
+void TextureClipboard_textureSelected(const char *shader);
+
+void TextureBrowser_Construct()
+{
+    GlobalCommands_insert("ShaderInfo", makeCallbackF(TextureBrowser_shaderInfo));
+    GlobalCommands_insert("ShowUntagged", makeCallbackF(TextureBrowser_showUntagged));
+    GlobalCommands_insert("AddTag", makeCallbackF(TextureBrowser_addTag));
+    GlobalCommands_insert("RenameTag", makeCallbackF(TextureBrowser_renameTag));
+    GlobalCommands_insert("DeleteTag", makeCallbackF(TextureBrowser_deleteTag));
+    GlobalCommands_insert("CopyTag", makeCallbackF(TextureBrowser_copyTag));
+    GlobalCommands_insert("PasteTag", makeCallbackF(TextureBrowser_pasteTag));
+    GlobalCommands_insert("RefreshShaders", makeCallbackF(VFS_Refresh));
+    GlobalToggles_insert("ShowInUse", makeCallbackF(TextureBrowser_ToggleHideUnused),
+                         ToggleItem::AddCallbackCaller(g_TextureBrowser.m_hideunused_item), Accelerator('U'));
+    GlobalCommands_insert("ShowAllTextures", makeCallbackF(TextureBrowser_showAll),
+                          Accelerator('A', (GdkModifierType) GDK_CONTROL_MASK));
+    GlobalCommands_insert("ToggleTextures", makeCallbackF(TextureBrowser_toggleShow), Accelerator('T'));
+    GlobalToggles_insert("ToggleShowShaders", makeCallbackF(TextureBrowser_ToggleShowShaders),
+                         ToggleItem::AddCallbackCaller(g_TextureBrowser.m_showshaders_item));
+    GlobalToggles_insert("ToggleShowShaderlistOnly", makeCallbackF(TextureBrowser_ToggleShowShaderListOnly),
+                         ToggleItem::AddCallbackCaller(g_TextureBrowser.m_showshaderlistonly_item));
+    GlobalToggles_insert("FixedSize", makeCallbackF(TextureBrowser_FixedSize),
+                         ToggleItem::AddCallbackCaller(g_TextureBrowser.m_fixedsize_item));
+    GlobalToggles_insert("FilterMissing", makeCallbackF(TextureBrowser_FilterMissing),
+                         ToggleItem::AddCallbackCaller(g_TextureBrowser.m_filternotex_item));
+    GlobalToggles_insert("FilterFallback", makeCallbackF(TextureBrowser_FilterFallback),
+                         ToggleItem::AddCallbackCaller(g_TextureBrowser.m_hidenotex_item));
+    GlobalToggles_insert("EnableAlpha", makeCallbackF(TextureBrowser_EnableAlpha),
+                         ToggleItem::AddCallbackCaller(g_TextureBrowser.m_enablealpha_item));
+
+    GlobalPreferenceSystem().registerPreference("TextureScale", make_property_string<TextureScale>(g_TextureBrowser));
+    GlobalPreferenceSystem().registerPreference("UniformTextureSize",
+                                                make_property_string<UniformTextureSize>(g_TextureBrowser));
+    GlobalPreferenceSystem().registerPreference("TextureScrollbar", make_property_string<TextureBrowser_ShowScrollbar>(
+            GlobalTextureBrowser()));
+    GlobalPreferenceSystem().registerPreference("ShowShaders",
+                                                make_property_string(GlobalTextureBrowser().m_showShaders));
+    GlobalPreferenceSystem().registerPreference("ShowShaderlistOnly",
+                                                make_property_string(g_TextureBrowser_shaderlistOnly));
+    GlobalPreferenceSystem().registerPreference("FixedSize", make_property_string(g_TextureBrowser_fixedSize));
+    GlobalPreferenceSystem().registerPreference("FilterMissing", make_property_string(g_TextureBrowser_filterMissing));
+    GlobalPreferenceSystem().registerPreference("EnableAlpha", make_property_string(g_TextureBrowser_enableAlpha));
+    GlobalPreferenceSystem().registerPreference("LoadShaders", make_property_string(
+            reinterpret_cast<int &>( GlobalTextureBrowser().m_startupShaders )));
+    GlobalPreferenceSystem().registerPreference("WheelMouseInc", make_property_string(
+            GlobalTextureBrowser().m_mouseWheelScrollIncrement));
+    GlobalPreferenceSystem().registerPreference("SI_Colors0",
+                                                make_property_string(GlobalTextureBrowser().color_textureback));
+
+    g_TextureBrowser.shader = texdef_name_default();
+
+    Textures_setModeChangedNotify(ReferenceCaller<TextureBrowser, void(), TextureBrowser_queueDraw>(g_TextureBrowser));
+
+    TextureBrowser_registerPreferencesPage();
+
+    GlobalShaderSystem().attach(g_ShadersObserver);
+
+    TextureBrowser_textureSelected = TextureClipboard_textureSelected;
+}
+
+void TextureBrowser_Destroy()
+{
+    GlobalShaderSystem().detach(g_ShadersObserver);
+
+    Textures_setModeChangedNotify(Callback<void()>());
 }