2 Copyright (C) 1999-2007 id Software, Inc. and contributors.
3 For a list of contributors, see the accompanying CONTRIBUTORS file.
5 This file is part of GtkRadiant.
7 GtkRadiant is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 GtkRadiant is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with GtkRadiant; if not, write to the Free Software
19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
25 // Leonardo Zide (leo@lokigames.com)
29 Clean up texture menu.
30 - Remove all global variables and use some objects instead.
31 - Create an interface for a plugin to add texture menu items.
32 - Make sure the interface is not dependent on gtk.
36 //#include <gdk/win32/gdkwin32.h>
37 #include <gdk/gdkwin32.h>
39 #if defined (__linux__) || defined (__APPLE__)
44 #include <glib/gi18n.h>
48 #include "texwindow.h"
54 static unsigned tex_palette[256];
56 #define FONT_HEIGHT 10
58 //int texture_mode = GL_NEAREST;
59 //int texture_mode = GL_NEAREST_MIPMAP_NEAREST;
60 //int texture_mode = GL_NEAREST_MIPMAP_LINEAR;
61 //int texture_mode = GL_LINEAR;
62 //int texture_mode = GL_LINEAR_MIPMAP_NEAREST;
63 int texture_mode = GL_LINEAR_MIPMAP_LINEAR;
65 int g_nTextureOffset = 0;
67 // current active texture directory
68 //++timo FIXME: I'm not sure this is used anymore
69 char texture_directory[128];
70 // if true, the texture window will only display in-use shaders
71 // if false, all the shaders in memory are displayed
72 qboolean g_bShowAllShaders;
74 bool g_bFilterEnabled = false;
77 // texture layout functions
78 // TTimo: now based on shaders
79 int nActiveShadersCount;
81 IShader* pCurrentShader;
82 qtexture_t *current_texture = NULL;
83 int current_x, current_y, current_row;
85 // globals for textures
87 char texture_menunames[MAX_TEXTUREDIRS][128];
89 // the list of scripts/*.shader files we need to work with
90 // those are listed in shaderlist file
91 // FIXME TTimo I get the feeling that those would need to move to the shaders module
92 // for now it's still more simple to just keep it here
93 GSList *l_shaderfiles = NULL;
95 void SelectTexture (int mx, int my, bool bShift, bool bFitScale=false);
97 void Texture_MouseDown (int x, int y, int buttons);
98 void Texture_MouseMoved (int x, int y, int buttons);
100 CPtrArray g_lstSkinCache;
102 // TTimo: modifed to add a qtexture_t, Texture_LoadSkin loads using the shader API / QERApp_TryTexture_ForName
103 // m_strName is a copy of qtex->name
109 SkinInfo(const char *pName, int n, qtexture_t *qtex)
118 // =============================================================================
121 // gets active texture extension
123 // FIXME: fix this to be generic from project file
125 int GetTextureExtensionCount()
127 // hardcoded hack for png support
128 if (g_pGameDescription->mGameFile == "sof2.game")
134 const char* GetTextureExtension(int nIndex)
157 void Texture_InitPalette (byte *pal)
162 byte gammatable[256];
165 gamma = g_qeglobals.d_savedinfo.fGamma;
169 for (i=0 ; i<256 ; i++)
173 for (i=0 ; i<256 ; i++)
175 inf = (int)( 255.0f * pow( ( i + 0.5f ) / 255.5f , gamma ) + 0.5f );
184 for (i=0 ; i<256 ; i++)
186 r = gammatable[pal[0]];
187 g = gammatable[pal[1]];
188 b = gammatable[pal[2]];
191 //v = (r<<24) + (g<<16) + (b<<8) + 255;
194 //tex_palette[i] = v;
195 tex_palette[i*3+0] = r;
196 tex_palette[i*3+1] = g;
197 tex_palette[i*3+2] = b;
201 void SetTexParameters (void)
203 qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, texture_mode );
205 switch ( texture_mode )
208 case GL_NEAREST_MIPMAP_NEAREST:
209 case GL_NEAREST_MIPMAP_LINEAR:
210 qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
213 case GL_LINEAR_MIPMAP_NEAREST:
214 case GL_LINEAR_MIPMAP_LINEAR:
215 qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
225 void Texture_SetMode(int iMenu)
228 qboolean texturing = true;
229 gpointer item = NULL;
233 case ID_VIEW_NEAREST:
234 item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_nearest");
237 case ID_VIEW_NEARESTMIPMAP:
238 item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_nearestmipmap");
239 iMode = GL_NEAREST_MIPMAP_NEAREST;
242 item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_linear");
245 case ID_VIEW_BILINEAR:
246 item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_bilinear");
247 iMode = GL_NEAREST_MIPMAP_LINEAR;
249 case ID_VIEW_BILINEARMIPMAP:
250 item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_bilinearmipmap");
251 iMode = GL_LINEAR_MIPMAP_NEAREST;
253 case ID_VIEW_TRILINEAR:
254 item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_trilinear");
255 iMode = GL_LINEAR_MIPMAP_LINEAR;
257 case ID_TEXTURES_WIREFRAME:
258 item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_wireframe");
262 case ID_TEXTURES_FLATSHADE:
263 item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_flatshade");
271 g_qeglobals.d_savedinfo.iTexMenu = iMenu;
272 // NOTE: texture_mode is a GLenum used directly in glTexParameter
273 if(iMode!=-1) texture_mode = iMode;
277 gtk_check_menu_item_set_active (GTK_CHECK_MENU_ITEM (item), TRUE);
283 if ( !texturing && iMenu == ID_TEXTURES_WIREFRAME)
285 g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_wire;
286 Map_BuildBrushData();
287 Sys_UpdateWindows (W_ALL);
289 } else if ( !texturing && iMenu == ID_TEXTURES_FLATSHADE)
291 g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_solid;
292 Map_BuildBrushData();
293 Sys_UpdateWindows (W_ALL);
297 for (qtexture_t *q = g_qeglobals.d_qtextures; q; q = q->next)
299 qglBindTexture (GL_TEXTURE_2D, q->texture_number);
303 // select the default texture
304 qglBindTexture( GL_TEXTURE_2D, 0 );
308 if (g_pParentWnd->GetCamWnd()->Camera()->draw_mode != cd_texture)
310 g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_texture;
311 Map_BuildBrushData();
314 Sys_UpdateWindows (W_ALL);
318 gamma correction stuff
319 took out of QERApp_LoadTextureRGBA for clarity
321 byte g_gammatable[256];
322 void ResampleGamma(float fGamma)
327 for (i = 0; i < 256; i++)
331 for (i = 0; i < 256; i++)
333 inf = (int)( 255.0f * pow( (i + 0.5f) / 255.5f , fGamma ) + 0.5f );
338 g_gammatable[i] = inf;
344 this function does the actual processing of raw RGBA data into a GL texture
345 it will also generate the mipmaps
346 it looks like pPixels nWidth nHeight are the only relevant parameters
348 qtexture_t *QERApp_LoadTextureRGBA(unsigned char* pPixels, int nWidth, int nHeight)
350 static float fGamma = -1;
352 byte *outpixels = NULL;
353 int i, j, resampled, width2, height2, width3, height3;
354 int max_tex_size = 0, mip = 0;
355 int nCount = nWidth * nHeight;
357 if (fGamma != g_qeglobals.d_savedinfo.fGamma)
359 fGamma = g_qeglobals.d_savedinfo.fGamma;
360 ResampleGamma(fGamma);
363 qglGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size);
367 qtexture_t *q = (qtexture_t*)g_malloc(sizeof(*q));
371 total[0] = total[1] = total[2] = 0.0f;
373 // resample texture gamma according to user settings
374 for (i = 0; i < (nCount * 4); i += 4)
376 for (j = 0; j < 3; j++)
378 total[j] += (pPixels + i)[j];
379 byte b = (pPixels + i)[j];
380 (pPixels + i)[j] = g_gammatable[b];
384 q->color[0] = total[0] / (nCount * 255);
385 q->color[1] = total[1] / (nCount * 255);
386 q->color[2] = total[2] / (nCount * 255);
388 qglGenTextures (1, &q->texture_number);
390 qglBindTexture( GL_TEXTURE_2D, q->texture_number );
394 width2 = 1; while (width2 < nWidth) width2 <<= 1;
395 height2 = 1; while (height2 < nHeight) height2 <<= 1;
399 while (width3 > max_tex_size) width3 >>= 1;
400 while (height3 > max_tex_size) height3 >>= 1;
401 if (width3 < 1) width3 = 1;
402 if (height3 < 1) height3 = 1;
404 if (!(width2 == nWidth && height2 == nHeight)) {
406 outpixels = (byte *)malloc(width2 * height2 * 4);
407 R_ResampleTexture(pPixels, nWidth, nHeight, outpixels, width2, height2, 4);
413 while (width2 > width3 || height2 > height3)
415 GL_MipReduce(outpixels, outpixels, width2, height2, width3, height3);
419 if (height2 > height3)
423 qglTexImage2D(GL_TEXTURE_2D, mip++, g_qeglobals.texture_components, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);
424 while (width2 > 1 || height2 > 1)
426 GL_MipReduce(outpixels, outpixels, width2, height2, 1, 1);
433 qglTexImage2D(GL_TEXTURE_2D, mip++, g_qeglobals.texture_components, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);
436 qglBindTexture(GL_TEXTURE_2D, 0);
445 DumpUnreferencedShaders
446 usefull function: dumps the list of .shader files that are not referenced to the console
449 void DumpUnreferencedShaders()
451 GSList *lst, *sh, *files;
454 files = vfsGetFileList ("scripts", "shader");
455 for (lst = files; lst; lst = lst->next)
459 for (sh = l_shaderfiles; sh != NULL; sh = g_slist_next (sh))
460 if (!strcmp ((char*)sh->data, (char*)lst->data))
471 Sys_FPrintf (SYS_WRN, "Following shader files are not referenced in shaderlist.txt:\n");
473 Sys_FPrintf (SYS_WRN, "%s\n", (char*)lst->data);
477 vfsClearFileDirList (&files);
483 build a CStringList of shader names
486 void BuildShaderList()
491 char dirstring[NAME_MAX];
493 if (l_shaderfiles!=NULL)
495 g_slist_free(l_shaderfiles);
496 l_shaderfiles = NULL;
499 if (g_pGameDescription->mGameFile != "hl.game")
501 strcpy(filename, g_pGameDescription->mShaderlist.GetBuffer());
502 count = vfsGetFileCount(filename, 0 );
505 Sys_FPrintf(SYS_ERR, "Couldn't find '%s'\n", g_pGameDescription->mShaderlist.GetBuffer());
508 // NOTE TTimo we use vfsGetFullPath solely to get the full path of the shader list we are gonna load
509 // but we actually send the relative path to vfsLoadFile
510 // so let's hope there is no disparity between the two functions
511 if (!vfsGetFullPath(filename, 0, 0))
513 Sys_FPrintf(SYS_ERR, "Couldn't find full path for '%s'\n", g_pGameDescription->mShaderlist.GetBuffer());
514 Sys_FPrintf(SYS_ERR, "did you hit bug http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=130 ?\n");
517 Sys_Printf("Parsing shader files from %s\n", vfsGetFullPath(filename, 0, 0));
518 nLen = vfsLoadFile (filename, reinterpret_cast<void**>(&pBuff), 0);
521 StartTokenParsing(pBuff);
523 while (GetToken(true))
528 // each token should be a shader filename
529 sprintf(dirstring, "%s.shader", token);
531 for (tmp = l_shaderfiles; tmp != NULL; tmp = tmp->next)
533 if (!strcmp (dirstring, (char*)tmp->data))
536 Sys_FPrintf(SYS_WRN, "duplicate entry \"%s\" in shaderlist.txt\n", (char*)tmp->data);
543 l_shaderfiles = g_slist_append (l_shaderfiles, strdup (dirstring));
558 void ClearGSList (GSList* lst)
564 p = g_slist_remove (p, p->data);
568 void FillTextureMenu (GSList** pArray)
570 GtkWidget *menu, *sep, *item; // point to the Textures GtkMenu and to the last separator
572 GSList *texdirs = NULL;
573 GSList *texdirs_tmp = NULL;
575 char dirRoot[NAME_MAX];
578 menu = GTK_WIDGET (g_object_get_data (G_OBJECT (g_qeglobals_gui.d_main_window), "menu_textures"));
579 sep = GTK_WIDGET (g_object_get_data (G_OBJECT (g_qeglobals_gui.d_main_window), "menu_textures_separator"));
580 lst = g_list_find (gtk_container_children (GTK_CONTAINER (menu)), sep);
583 // these delete functions are recursive, it's gonna free all submenus
584 gtk_widget_destroy (GTK_WIDGET (lst->next->data));
585 // lst is no longer relevant, need to get it again
586 lst = g_list_find (gtk_container_children (GTK_CONTAINER (menu)), sep);
589 texture_nummenus = 0;
592 if (!g_qeglobals.d_project_entity)
595 // scan texture dirs and pak files only if not restricting to shaderlist
596 if (!g_PrefsDlg.m_bTexturesShaderlistOnly)
598 texdirs_tmp = vfsGetDirList ("textures/");
599 for (p=texdirs_tmp; p; p=g_slist_next(p))
601 // Hydra: erm, this didn't used to do anything except leak memory...
602 // For Halflife support this is required to work however.
603 // g_slist_append(texdirs, p->data);
604 texdirs = g_slist_append(texdirs, strdup((char *)p->data));
606 vfsClearFileDirList (&texdirs_tmp);
609 // scan the shaders in shaderlist.txt
612 DumpUnreferencedShaders ();
613 while (l_shaderfiles != NULL)
615 char shaderfile[PATH_MAX];
616 gboolean found = FALSE;
618 ExtractFileName ((char*)l_shaderfiles->data, shaderfile);
619 StripExtension (shaderfile);
620 g_strdown (shaderfile);
622 for (GSList *tmp = texdirs; tmp; tmp = g_slist_next (tmp))
623 if (!strcasecmp ((char*)tmp->data, shaderfile))
630 texdirs = g_slist_prepend (texdirs, strdup (shaderfile));
632 free (l_shaderfiles->data);
633 l_shaderfiles = g_slist_remove (l_shaderfiles, l_shaderfiles->data);
637 texdirs = g_slist_sort (texdirs, (GCompareFunc)strcmp);
639 GSList *temp = texdirs;
642 char* ptr = strchr ((char*)temp->data, '_');
644 // do we shrink the menus?
648 strcpy (dirRoot, (char*)temp->data);
649 dirRoot[ptr - (char*)temp->data + 1] = 0;
651 // we shrink only if we have at least two things to shrink :-)
652 if (temp->next && (strstr ((char*)temp->next->data, dirRoot) == (char*)temp->next->data))
654 GtkWidget *pSubMenu = gtk_menu_new ();
655 GtkWidget *pSubMenuRef = pSubMenu;
659 item = gtk_menu_item_new_with_label ((char*)temp->data);
660 gtk_widget_show (item);
661 CheckMenuSplitting (pSubMenu);
662 gtk_container_add (GTK_CONTAINER (pSubMenu), item);
663 gtk_signal_connect (GTK_OBJECT (item), "activate", GTK_SIGNAL_FUNC (HandleCommand),
664 GINT_TO_POINTER (CMD_TEXTUREWAD+texture_nummenus));
666 strcpy (texture_menunames[texture_nummenus], (char*)temp->data);
667 strcat (texture_menunames[texture_nummenus], "/");
669 *pArray = g_slist_append (*pArray, strdup ((char*)temp->data));
670 if (++texture_nummenus == MAX_TEXTUREDIRS)
672 Sys_Printf("WARNING: max texture directories count has been reached!\n");
673 // push submenu and get out
674 item = gtk_menu_item_new_with_label (dirRoot);
675 gtk_widget_show (item);
676 gtk_container_add (GTK_CONTAINER (menu), item);
677 gtk_menu_item_set_submenu (GTK_MENU_ITEM (item), pSubMenu);
678 ClearGSList (texdirs);
683 while (temp && (strstr((char*)temp->data, dirRoot)==temp->data));
685 ptr = strchr (dirRoot, '_');
687 item = gtk_menu_item_new_with_label (dirRoot);
688 gtk_widget_show (item);
689 CheckMenuSplitting (menu);
690 gtk_container_add (GTK_CONTAINER (menu), item);
691 gtk_menu_item_set_submenu (GTK_MENU_ITEM (item), pSubMenuRef);
696 item = gtk_menu_item_new_with_label ((char*)temp->data);
697 gtk_widget_show (item);
698 CheckMenuSplitting (menu);
699 gtk_container_add (GTK_CONTAINER (menu), item);
700 gtk_signal_connect (GTK_OBJECT (item), "activate", GTK_SIGNAL_FUNC (HandleCommand),
701 GINT_TO_POINTER (CMD_TEXTUREWAD+texture_nummenus));
703 strcpy (texture_menunames[texture_nummenus], (char*)temp->data);
704 strcat (texture_menunames[texture_nummenus], "/");
706 *pArray = g_slist_append (*pArray, strdup ((char*)temp->data));
707 if (++texture_nummenus == MAX_TEXTUREDIRS)
709 Sys_Printf("WARNING: max texture directories count has been reached!\n");
710 ClearGSList (texdirs);
716 ClearGSList (texdirs);
721 Texture_ShowDirectory
722 relies on texture_directory global for the directory to use
724 void Texture_ShowDirectory (int menunum, bool bLinked)
725 void Texture_ShowDirectory (char* pPath, bool bLinked)
726 1) Load the shaders for the given directory
727 2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
728 NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
729 available through the IShaders interface
730 NOTE: for texture window layout:
731 all shaders are stored with alphabetical order after load
732 previously loaded and displayed stuff is hidden, only in-use and newly loaded is shown
733 ( the GL textures are not flushed though)
736 void Texture_ShowDirectory ()
739 char dirstring[1024];
741 int shaders_count = 0;
742 int textures_count = 0;
743 GSList *files = NULL, *temp;
745 g_bScreenUpdates = false;
747 // refresh the in-use textures: that will clear the IsDisplayed flag on unused stuff
748 // and leave it on in-use so they'll still be displayed
750 // and textures loaded in the following lines will be displayed as well...
751 // NOTE: shaders that are not in use but have been loaded previously are still in memory. But they don't get displayed.
753 g_qeglobals.d_texturewin.originy = 0;
754 // load texture_directory.shader
755 // NOTE: because of above call to Texture_ClearInuse, g_ActiveShaders will have the newly loaded shaders only
756 // we'll use that later to check if textures have a shader associated or not
757 // 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
758 // NOTE: QERApp_LoadShadersFromDir has two criterions for loading a shader:
759 // the shaderfile is texture_directory (like "museum" will load everything in museum.shader)
760 // the shader name contains texture_directory (like "base_floor" will load museum.shader::base_floor/concfloor_rain)
761 shaders_count = QERApp_LoadShadersFromDir(texture_directory);
762 // load remaining texture files
763 // if a texture is already in use to represent a shader, ignore it
765 // need this function "GSList *lst SynapseServer::GetMinorList(char *major_name);"
767 sprintf (dirstring, "textures/%s", texture_directory);
768 g_ImageManager.BeginExtensionsScan();
770 while((ext=g_ImageManager.GetNextExtension()) != NULL)
772 files = g_slist_concat(files, vfsGetFileList (dirstring, ext));
775 for (temp = files; temp; temp = temp->next)
777 sprintf(name, "%s%s", texture_directory, (char*)temp->data);
779 StripExtension (name);
783 if (strTemp.Find(".specular") >= 0 ||
784 strTemp.Find(".glow") >= 0 ||
785 strTemp.Find(".bump") >= 0 ||
786 strTemp.Find(".diffuse") >= 0 ||
787 strTemp.Find(".blend") >= 0 ||
788 strTemp.Find(".alpha") >= 0)
791 // avoid ever loading a texture name with spaces
792 if (strTemp.Find(" ") >= 0)
794 Sys_FPrintf(SYS_WRN, "WARNING: Skipping texture name with spaces [%s]\n", strTemp.GetBuffer());
798 // build a texture name that fits the conventions for qtexture_t::name
800 sprintf( stdName, "textures/%s", name );
801 // check if this texture doesn't have a shader
802 if (!QERApp_ActiveShader_ForTextureName( stdName ))
804 QERApp_CreateShader_ForTextureName (stdName);
809 Sys_Printf("Loaded %d shaders and created default shader for %d orphan textures.\n",
810 shaders_count, textures_count );
812 vfsClearFileDirList (&files);
814 // sort for displaying
815 QERApp_SortActiveShaders();
817 sprintf (name, "Textures: %s", texture_directory);
818 gtk_window_set_title (GTK_WINDOW (g_qeglobals_gui.d_entity), name);
820 // select the first texture in the list
821 if (!g_qeglobals.d_texturewin.texdef.GetName()[0])
822 SelectTexture (16, g_qeglobals.d_texturewin.height -16, false);
824 g_bScreenUpdates = true;
826 Sys_UpdateWindows (W_TEXTURE);
831 Texture_ShowDirectory
832 1) Load the shaders for the given directory
833 2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
834 NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
835 available through the IShaders interface
838 void Texture_ShowDirectory (int menunum)
840 strcpy (texture_directory, texture_menunames[menunum-CMD_TEXTUREWAD]);
841 Texture_ShowDirectory();
844 // scroll origin so the current texture is completely on screen
845 // if current texture is not displayed, nothing is changed
846 void Texture_ResetPosition()
851 //this shouldn't ever happen, we startup with notex
852 if (!g_qeglobals.d_texturewin.texdef.GetName()[0]) {
856 // otherwise position with current texture shown
857 // this used to be in Texture_SetTexture
861 // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
862 Texture_NextPos (&x, &y);
864 // if the current texture never found (because // 'show shaders' is off,
865 // for example), do nothing
869 int nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
870 // we have found when texdef->name and the shader name match
871 // NOTE: as everywhere else for our comparisons, we are not case sensitive
872 if (!strcmpi( g_qeglobals.d_texturewin.texdef.GetName(), pCurrentShader->getName() ))
874 // take care of calls before initialized
875 if ( !g_qeglobals.d_texturewin.height) {
876 g_qeglobals.d_texturewin.originy = 0;
879 // if the bottom of our selected texture will fit with origin 0, use that
880 // to prevent scrolling uglyness (stuff scrolled off screen when
881 // everything would fit)
882 if ( -(y -nHeight-2*FONT_HEIGHT) < g_qeglobals.d_texturewin.height) {
883 g_qeglobals.d_texturewin.originy = 0;
886 // if current is off the top of the window, move it to the top
887 if (y > g_qeglobals.d_texturewin.originy)
889 g_qeglobals.d_texturewin.originy = y;
893 // if current is off the bottom, put it on the bottom
894 if (y-nHeight-2*FONT_HEIGHT < g_qeglobals.d_texturewin.originy-g_qeglobals.d_texturewin.height)
896 g_qeglobals.d_texturewin.originy = y-nHeight-2*FONT_HEIGHT+g_qeglobals.d_texturewin.height;
899 // if we made it here, it should already be in view
903 Sys_UpdateWindows (W_TEXTURE);
909 will set the IsDisplayed flag on all the active shaders, so we see everything that's currently in memory
912 void Texture_ShowAll()
917 if (g_bShowAllShaders)
918 Sys_Printf("WARNING: already showing all shaders\n");
920 QERApp_ActiveShaders_SetDisplayed(true);
921 g_bShowAllShaders = true;
922 // put some information in the texture window title?
923 sprintf (name, "Textures: in use");
924 gtk_window_set_title (GTK_WINDOW (g_qeglobals_gui.d_entity), name);
925 Sys_UpdateWindows (W_TEXTURE);
931 clear all IsDisplayed flags
932 scan the map, set IsInUse (will set IsDisplayed on the way)
933 NOTE: don't sort the textures, don't update the windows (it's used in several contexts, not always necessary to do either)
936 void WINAPI Texture_ShowInuse (void)
942 g_qeglobals.d_texturewin.originy = 0;
945 QERApp_ActiveShaders_SetDisplayed(false);
946 // scan and only display in-use stuff
947 Sys_Status("Selecting active textures", 0);
949 for (b=active_brushes.next ; b != NULL && b != &active_brushes ; b=b->next)
953 b->pPatch->pShader->SetInUse(true);
956 for (f=b->brush_faces ; f ; f=f->next)
958 f->pShader->SetInUse(true);
962 for (b=selected_brushes.next ; b != NULL && b != &selected_brushes ; b=b->next)
966 b->pPatch->pShader->SetInUse(true);
969 for (f=b->brush_faces ; f ; f=f->next)
971 f->pShader->SetInUse(true);
976 // we are no longer showing everything
977 g_bShowAllShaders = false;
978 // put some information in the texture window title?
979 sprintf (name, "Textures: in use");
980 gtk_window_set_title (GTK_WINDOW (g_qeglobals_gui.d_entity), name);
983 // select the first texture in the list
984 if (!g_qeglobals.d_texturewin.texdef.GetName()[0])
986 SelectTexture (16, g_qeglobals.d_texturewin.height -16, false);
990 void Texture_ShowStartupShaders()
992 if (g_PrefsDlg.m_nShader == PrefsDlg::SHADER_COMMON)
995 // HACK FOR JK2 SUPPORT
996 if (g_pGameDescription->mGameFile == "jk2.game" || g_pGameDescription->mGameFile == "ja.game")
998 strcpy (texture_directory, "system/");
1001 // HACK FOR SOF2 SUPPORT
1002 else if (g_pGameDescription->mGameFile == "sof2.game")
1004 strcpy (texture_directory, "tools/");
1006 else strcpy (texture_directory, "common/");
1007 Texture_ShowDirectory ();
1010 if (g_PrefsDlg.m_nShader == PrefsDlg::SHADER_ALL) {
1012 char filename[1024];
1014 char dirstring[NAME_MAX];
1016 GSList *shaderfiles = NULL;
1018 strcpy(filename, g_pGameDescription->mShaderlist.GetBuffer());
1019 count = vfsGetFileCount(filename, 0);
1022 Sys_FPrintf(SYS_ERR, "Couldn't find '%s'\n", g_pGameDescription->mShaderlist.GetBuffer());
1026 if (!vfsGetFullPath(filename, 0, 0))
1028 Sys_FPrintf(SYS_ERR, "Couldn't find full path for '%s'\n", g_pGameDescription->mShaderlist.GetBuffer());
1029 Sys_FPrintf(SYS_ERR, "did you hit bug http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=130 ?\n");
1033 Sys_Printf("Parsing shader files from %s\n", vfsGetFullPath(filename, 0, 0));
1034 nLen = vfsLoadFile (filename, reinterpret_cast<void**>(&pBuff), 0);
1037 StartTokenParsing(pBuff);
1039 while (GetToken(true))
1044 // each token should be a shader filename
1045 sprintf(dirstring, "%s.shader", token);
1047 for (tmp = shaderfiles; tmp != NULL; tmp = tmp->next)
1049 if (!strcmp (dirstring, (char*)tmp->data))
1052 Sys_FPrintf(SYS_WRN, "duplicate entry \"%s\" in shaderlist.txt\n", (char*)tmp->data);
1059 shaderfiles = g_slist_append (l_shaderfiles, strdup (dirstring));
1060 strcpy (texture_directory, dirstring);
1061 Texture_ShowDirectory ();
1071 ============================================================================
1075 TTimo: now based on a rundown through all the shaders
1076 nActiveShadersCount: number of shader that have a qtexture_t and may be displayed in the tex window
1077 nCurrentShader: index of active shader that has the current_texture
1078 pCurrentShader: IShader* for current shader
1079 NOTE: we expect the Active shaders count doesn't change during a Texture_StartPos .. Texture_NextPos cycle
1080 otherwise we may need to rely on a list instead of an array storage
1081 ============================================================================
1084 void Texture_StartPos (void)
1086 //++timo TODO: check use of current_texture and current_row?
1090 nActiveShadersCount = QERApp_GetActiveShaderCount();
1091 nCurrentShader = -1;
1092 current_texture = NULL;
1093 pCurrentShader = NULL;
1096 // if texture_showinuse jump over non in-use textures
1097 // it's not very clear what should be done here and what in Texture_Draw .. maybe merging the two would do good
1098 IShader* Texture_NextPos (int *x, int *y)
1103 if (nCurrentShader >= nActiveShadersCount - 1)
1106 current_texture = NULL;
1107 pCurrentShader = NULL;
1111 pCurrentShader = QERApp_ActiveShader_ForIndex(nCurrentShader);
1112 if (pCurrentShader == NULL)
1114 Sys_Printf("ERROR: unexpected pCurrentShader == NULL in Texture_NextPos\n");
1117 current_texture = pCurrentShader->getTexture();
1118 q = current_texture;
1122 Sys_Printf("WARNING: found an IShader without qtexture_t in Texture_NextPos\n");
1127 Never show anything other than "textures/" path,
1128 This is for q1/q2/q3 .map format, which expects "textures/" path on everything we apply
1130 if(strncmp(pCurrentShader->getName(), "textures/", 9) != 0)
1133 // don't show shaders?
1134 if (!(g_PrefsDlg.m_bShowShaders || pCurrentShader->IsDefault()))
1137 if (g_PrefsDlg.m_bTextureWindow)
1139 // some basic filtering
1140 if (!g_pParentWnd->GetTexWnd()->CheckFilter( pCurrentShader->getName() ))
1144 //++timo FIXME: texture_showinuse is useless? with the menu and reload we just refresh the IsDisplayed flag
1145 // but the IsInUse is only relevant to draw the green outline
1146 if (pCurrentShader->IsDisplayed())
1152 int nWidth = (int)(q->width * ((float)g_PrefsDlg.m_nTextureScale / 100));
1153 int nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
1154 if (current_x + nWidth > g_qeglobals.d_texturewin.width-8 && current_row)
1155 { // go to the next row unless the texture is the first on the row
1157 current_y -= current_row + FONT_HEIGHT + 4;
1164 // Is our texture larger than the row? If so, grow the
1165 // row height to match it
1167 if (current_row < nHeight)
1168 current_row = nHeight;
1170 // never go less than 64, or the names get all crunched up
1171 current_x += nWidth < 64 ? 64 : nWidth;
1174 return pCurrentShader;
1178 ============================================================================
1182 ============================================================================
1185 static int textures_cursorx, textures_cursory;
1191 brushprimit_texdef must be understood as a qtexture_t with width=2 height=2 ( the default one )
1195 //++timo NOTE: this is a mix of Shader module stuff and texture explorer
1196 // it might need to be split in parts or moved out .. dunno
1197 void WINAPI Texture_SetTexture (texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale, IPluginTexdef *pTexdef, bool bSetSelection )
1199 if (texdef->GetName()[0] == '(')
1201 Sys_Status("Can't select an entity texture", 0);
1204 g_qeglobals.d_texturewin.texdef = *texdef;
1205 g_qeglobals.d_texturewin.texdef.flags &= ~SURF_KEEP;
1206 g_qeglobals.d_texturewin.texdef.contents &= ~CONTENTS_KEEP;
1207 // store the shader pointer
1208 // NOTE: maybe passing the shader pointer would help?
1209 g_qeglobals.d_texturewin.pShader->DecRef();
1210 g_qeglobals.d_texturewin.pShader = QERApp_Shader_ForName(texdef->GetName());
1211 g_qeglobals.d_texturewin.pShader->IncRef();
1212 // set this shader as in use
1213 g_qeglobals.d_texturewin.pShader->SetInUse( true );
1214 // store the texture coordinates for new brush primitive mode
1215 // be sure that all the callers are using the default 2x2 texture
1216 if (g_qeglobals.m_bBrushPrimitMode)
1218 g_qeglobals.d_texturewin.brushprimit_texdef = *brushprimit_texdef;
1221 g_dlgFind.updateTextures(texdef->GetName());
1222 if (!g_dlgFind.isOpen() && bSetSelection)
1224 Select_SetTexture(texdef,brushprimit_texdef,bFitScale);
1227 //plugins: send a message telling that the selected texture may have changed
1228 DispatchRadiantMsg( RADIANT_TEXTURE );
1230 // scroll origin so the texture is completely on screen
1231 // takes texdef from g_qeglobals.d_texturewin.texdef, set above
1232 Texture_ResetPosition();
1235 void ViewShader(const char *pFile, const char *pName)
1237 // ask the vfs to build the full path to the file
1238 // (i.e. the first one found)
1239 char *fullName = vfsGetFullPath(pFile,0,0);
1240 if (fullName == NULL)
1242 Sys_FPrintf (SYS_ERR, "Couldn't get a full path to the shader file: %s\n", pFile);
1247 int nSize = vfsLoadFullPathFile(fullName, reinterpret_cast<void**>(&pBuff));
1250 Sys_FPrintf (SYS_ERR, "Failed to load shader file %s\n", fullName);
1253 // look for the shader declaration
1255 CString strFind = pName;
1256 CString strLook = pBuff;
1257 strLook.MakeLower();
1258 strFind.MakeLower();
1259 // offset used when jumping over commented out definitions
1263 nStart = strLook.Find(strFind, nOffset);
1266 // we have found something, maybe it's a commented out shader name?
1267 char *strCheck = new char[strLook.GetLength()+1];
1268 strcpy( strCheck, strLook.GetBuffer() );
1269 strCheck[nStart] = 0;
1270 char *pCheck = strrchr( strCheck, '\n' );
1271 // if there's a commentary sign in-between we'll continue
1272 if (pCheck && strstr( pCheck, "//" ))
1275 nOffset = nStart + 1;
1282 // now close the file
1285 DoTextEditor (fullName, nOffset);
1295 void SelectTexture (int mx, int my, bool bShift, bool bFitScale)
1300 brushprimit_texdef_t brushprimit_tex;
1302 my += g_qeglobals.d_texturewin.originy-g_qeglobals.d_texturewin.height;
1304 Texture_StartPos ();
1307 // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
1308 Texture_NextPos (&x, &y);
1309 q = current_texture;
1312 int nWidth = (int)(q->width * ((float)g_PrefsDlg.m_nTextureScale / 100));
1313 int nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
1314 if (mx > x && mx - x < nWidth
1315 && my < y && y - my < nHeight + FONT_HEIGHT)
1319 if (pCurrentShader->IsDefault())
1320 Sys_Printf("ERROR: %s is not a shader, it's a texture.\n", pCurrentShader->getName() );
1322 ViewShader( pCurrentShader->getShaderFileName(), pCurrentShader->getName() );
1326 memset (&tex, 0, sizeof(tex));
1327 memset (&brushprimit_tex, 0, sizeof(brushprimit_tex));
1328 if (g_qeglobals.m_bBrushPrimitMode)
1330 // brushprimit fitted to a 2x2 texture
1331 brushprimit_tex.coords[0][0] = 1.0f;
1332 brushprimit_tex.coords[1][1] = 1.0f;
1336 tex.scale[0] = g_pGameDescription->mTextureDefaultScale;
1337 tex.scale[1] = g_pGameDescription->mTextureDefaultScale;
1339 tex.flags = pCurrentShader->getFlags();
1340 // TTimo - shader code cleanup
1341 // texdef.name is the name of the shader, not the name of the actual texture file
1342 tex.SetName(pCurrentShader->getName());
1343 // NOTE WARNING: Texture_SetTexture uses Texture_NextPos stuff to move the window position on to the texture
1344 // if there's some kind of fuckup in Texture_SetTexture you may end up with different pCurrentShader or even pCurrentShader == NULL
1345 // so we just consider pCurrentShader and current_texture are not valid after this point
1346 IShader *pAuxShader = pCurrentShader;
1347 Texture_SetTexture ( &tex, &brushprimit_tex, bFitScale, NULL); // Nurail
1350 // if shader, print shader name, otherwise texture name
1351 //++timo FIXME: maybe CShader needs some properties between color / default / actual shader
1353 // this one is never supposed to be set as current one
1354 if (pAuxShader->IsColor())
1355 Sys_Printf("ERROR: unexpected pCurrentShader->IsColor() in SelectTexture\n");
1357 // NOTE: IsColor is false, IsDefault the only remaining property
1358 if (pAuxShader->IsDefault())
1361 // remove the "textures/" if needed
1362 if (strName.Find("textures/")!=-1)
1363 strName = strName.Mid(9);
1367 strName = pAuxShader->getName();
1369 strTex.Format("%s W: %i H: %i", strName.GetBuffer(), q->width, q->height);
1370 g_pParentWnd->SetStatusText(3, strTex);
1376 Sys_Status("Did not select a texture", 0);
1384 void Texture_MouseDown (int x, int y, int buttons)
1386 Sys_GetCursorPos (&textures_cursorx, &textures_cursory);
1388 // lbutton = select texture
1389 if (buttons == MK_LBUTTON || buttons == (MK_LBUTTON | MK_SHIFT) || buttons == (MK_LBUTTON | MK_CONTROL))
1391 SelectTexture (x, g_qeglobals.d_texturewin.height - 1 - y, buttons & MK_SHIFT, buttons & MK_CONTROL);
1392 UpdateSurfaceDialog();
1393 UpdatePatchInspector();
1403 void Texture_MouseMoved (int x, int y, int buttons)
1407 if ( buttons & MK_SHIFT )
1410 // rbutton = drag texture origin
1411 if (buttons & MK_RBUTTON)
1413 Sys_GetCursorPos (&x, &y);
1414 if ( y != textures_cursory)
1416 g_qeglobals.d_texturewin.originy += ( y-textures_cursory) * scale;
1417 if (g_qeglobals.d_texturewin.originy > 0)
1418 g_qeglobals.d_texturewin.originy = 0;
1419 Sys_SetCursorPos (textures_cursorx, textures_cursory);
1421 // (g_PrefsDlg.m_bTextureScrollbar && g_qeglobals_gui.d_texture_scroll != NULL)
1422 // fixes broken texture scrolling when scrollbar is disabled
1423 GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
1424 gtk_adjustment_set_value (vadjustment, abs(g_qeglobals.d_texturewin.originy));
1432 ============================================================================
1436 ============================================================================
1439 int imax(int iFloor, int i) { if (i>iFloor) return iFloor;return i;}
1444 TTimo: relying on the shaders list to display the textures
1445 we must query all qtexture_t* to manage and display through the IShaders interface
1446 this allows a plugin to completely override the texture system
1449 void Texture_Draw (int width, int height)
1451 int x, y, last_y = 0, last_height = 0, nWidth, nHeight;
1455 qglClearColor (g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][0],
1456 g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][1],
1457 g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][2], 0);
1458 qglViewport (0,0,width,height);
1459 qglMatrixMode(GL_PROJECTION);
1462 qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1463 qglDisable (GL_DEPTH_TEST);
1464 qglDisable(GL_BLEND);
1465 qglOrtho (0, width, g_qeglobals.d_texturewin.originy-height, g_qeglobals.d_texturewin.originy, -100, 100);
1466 qglEnable (GL_TEXTURE_2D);
1468 qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
1469 g_qeglobals.d_texturewin.width = width;
1470 g_qeglobals.d_texturewin.height = height;
1475 // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
1476 Texture_NextPos (&x, &y);
1477 q = current_texture;
1481 nWidth = (int)(q->width * ((float)g_PrefsDlg.m_nTextureScale / 100));
1482 nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
1489 last_height = MAX (nHeight, last_height);
1491 // Is this texture visible?
1492 if ((y-nHeight-FONT_HEIGHT < g_qeglobals.d_texturewin.originy)
1493 && (y > g_qeglobals.d_texturewin.originy - height))
1496 // if it's the current texture, draw a thick red line, else:
1497 // shaders have a white border, simple textures don't
1498 // if !texture_showinuse: (some textures displayed may not be in use)
1499 // draw an additional square around with 0.5 1 0.5 color
1500 if (!strcmpi(g_qeglobals.d_texturewin.texdef.GetName(), pCurrentShader->getName()))
1504 qglDisable (GL_TEXTURE_2D);
1506 qglBegin (GL_LINE_LOOP);
1507 qglVertex2f (x-4,y-FONT_HEIGHT+4);
1508 qglVertex2f (x-4,y-FONT_HEIGHT-nHeight-4);
1509 qglVertex2f (x+4+nWidth,y-FONT_HEIGHT-nHeight-4);
1510 qglVertex2f (x+4+nWidth,y-FONT_HEIGHT+4);
1513 qglEnable (GL_TEXTURE_2D);
1520 if (!pCurrentShader->IsDefault())
1523 qglDisable (GL_TEXTURE_2D);
1525 qglBegin (GL_LINE_LOOP);
1526 qglVertex2f (x-1,y+1-FONT_HEIGHT);
1527 qglVertex2f (x-1,y-nHeight-1-FONT_HEIGHT);
1528 qglVertex2f (x+1+nWidth,y-nHeight-1-FONT_HEIGHT);
1529 qglVertex2f (x+1+nWidth,y+1-FONT_HEIGHT);
1531 qglEnable (GL_TEXTURE_2D);
1534 // highlight in-use textures
1535 if (pCurrentShader->IsInUse())
1537 qglColor3f (0.5,1,0.5);
1538 qglDisable (GL_TEXTURE_2D);
1539 qglBegin (GL_LINE_LOOP);
1540 qglVertex2f (x-3,y+3-FONT_HEIGHT);
1541 qglVertex2f (x-3,y-nHeight-3-FONT_HEIGHT);
1542 qglVertex2f (x+3+nWidth,y-nHeight-3-FONT_HEIGHT);
1543 qglVertex2f (x+3+nWidth,y+3-FONT_HEIGHT);
1545 qglEnable (GL_TEXTURE_2D);
1550 qglBindTexture (GL_TEXTURE_2D, q->texture_number);
1551 QE_CheckOpenGLForErrors();
1553 qglBegin (GL_QUADS);
1554 qglTexCoord2f (0,0);
1555 qglVertex2f (x,y-FONT_HEIGHT);
1556 qglTexCoord2f (1,0);
1557 qglVertex2f (x+nWidth,y-FONT_HEIGHT);
1558 qglTexCoord2f (1,1);
1559 qglVertex2f (x+nWidth,y-FONT_HEIGHT-nHeight);
1560 qglTexCoord2f (0,1);
1561 qglVertex2f (x,y-FONT_HEIGHT-nHeight);
1564 // draw the texture name
1565 qglDisable (GL_TEXTURE_2D);
1568 qglRasterPos2f (x, y-FONT_HEIGHT+2);
1570 // don't draw the directory name
1571 name = (char*)pCurrentShader->getName();
1572 name += strlen(name);
1573 while(name != (char*)pCurrentShader->getName() && *(name-1) != '/' && *(name-1) != '\\')
1576 gtk_glwidget_print_string(name);
1577 qglEnable (GL_TEXTURE_2D);
1581 g_qeglobals.d_texturewin.m_nTotalHeight = abs(y) + last_height + FONT_HEIGHT + 4;
1583 // reset the current texture
1584 qglBindTexture(GL_TEXTURE_2D, 0);
1588 //++timo seems we only know hard inits now..
1589 //void Texture_Init (bool bHardInit)
1592 g_qeglobals.d_qtextures = NULL;
1593 // initialize the qtexture map
1594 if (g_qeglobals.d_qtexmap)
1596 Sys_FPrintf(SYS_ERR, "TODO: delete g_qeglobals.d_qtexmap in Texture_Init\n");
1598 g_qeglobals.d_qtexmap = g_hash_table_new (g_str_hash, g_str_equal);
1599 // initialize .. in some cases if no default texture / project loaded it crashes
1600 memset( &g_qeglobals.d_texturewin.texdef, 0, sizeof(g_qeglobals.d_texturewin.texdef) );
1601 g_qeglobals.d_texturewin.texdef.SetName(SHADER_NOT_FOUND);
1602 g_qeglobals.d_texturewin.pShader = QERApp_Shader_ForName(SHADER_NOT_FOUND);
1605 // FIXME TTimo this needs to move to the shader module along with l_shaderlist move
1606 // preload shader files that have been listed in shaderlist.txt
1607 void PreloadShaders()
1609 GSList *lst = l_shaderfiles;
1613 shadername = g_pGameDescription->mShaderPath;
1614 shadername += (char*)lst->data;
1615 QERApp_LoadShaderFile(shadername.GetBuffer());
1620 // TTimo: modified to expect the reletive path to the skin as input
1621 // will look into pak files if necessary
1622 // uses the shader code to load the texture Try_Texture_ForName
1623 // modified SkinInfo accordingly to store the qtexture_t and shader name (reletive version)
1624 // the .md3 have bundled filetype extension, but they don't fit with the actual data
1625 // ex: models/mapobjects/gargoyle.tga doesn't exist, but models/mapobjects/gargoyle.jpg can be used instead
1626 // so we remove the extension before load attempt
1627 int WINAPI Texture_LoadSkin(char *pName, int *pnWidth, int *pnHeight)
1629 // byte *pic = NULL;
1630 // byte *pic32 = NULL;
1634 const char *pCleanName;
1636 int nSize = g_lstSkinCache.GetSize();
1637 pCleanName = QERApp_CleanTextureName( pName, false );
1638 for (int i = 0; i < nSize; i++)
1640 SkinInfo *pInfo = reinterpret_cast<SkinInfo*>(g_lstSkinCache.GetAt(i));
1643 if (stricmp(pCleanName, pInfo->m_strName) == 0)
1645 return pInfo->m_nTextureBind;
1650 // if the load is successfull, we get back a qtexture_t
1651 // we don't need to free it, it's in g_qeglobals.d_qtextures
1652 // NOTE: we need to free the SkinInfo though..
1653 qtex = QERApp_Try_Texture_ForName( pCleanName );
1656 nTex = qtex->texture_number;
1657 pInfo = new SkinInfo(qtex->name, nTex, qtex);
1660 pInfo = new SkinInfo(pCleanName, -1, NULL);
1662 g_lstSkinCache.Add(pInfo);
1667 bool TexWnd::CheckFilter( const char* name )
1669 const char* buf = gtk_entry_get_text (GTK_ENTRY (m_pFilter));
1670 if (strstr( name, buf ) != 0)
1675 // =============================================================================
1678 static void vertical_scroll (GtkWidget *widget, gpointer data)
1680 ((TexWnd*)data)->OnVScroll ();
1683 static void filter_changed (GtkWidget *widget, gpointer data)
1686 str = gtk_entry_get_text (GTK_ENTRY (widget));
1687 ((TexWnd*)data)->UpdateFilter (str);
1690 // =============================================================================
1697 m_bNeedRange = true;
1704 void TexWnd::OnCreate ()
1706 if (!MakeCurrent ())
1707 Error ("glMakeCurrent in TexWnd::OnCreate failed");
1709 g_qeglobals_gui.d_texture = m_pWidget;
1710 g_nTextureOffset = 0;
1712 GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
1713 gtk_signal_connect (GTK_OBJECT (vadjustment), "value_changed", GTK_SIGNAL_FUNC (vertical_scroll), this);
1715 if (g_PrefsDlg.m_bTextureScrollbar)
1716 gtk_widget_show (g_qeglobals_gui.d_texture_scroll);
1718 gtk_widget_hide (g_qeglobals_gui.d_texture_scroll);
1719 m_bNeedRange = true;
1721 gtk_signal_connect (GTK_OBJECT (m_pFilter), "changed", GTK_SIGNAL_FUNC (filter_changed), this);
1722 if (g_PrefsDlg.m_bTextureWindow)
1723 gtk_widget_show (m_pFilter);
1726 void TexWnd::UpdateFilter(const char* pFilter)
1728 g_bFilterEnabled = false;
1731 g_strFilter = pFilter;
1732 if (g_strFilter.GetLength() > 0)
1733 g_bFilterEnabled = true;
1734 QERApp_SortActiveShaders();
1736 Sys_UpdateWindows (W_TEXTURE);
1739 void TexWnd::OnSize (int cx, int cy)
1741 m_bNeedRange = true;
1744 void TexWnd::OnExpose ()
1746 int nOld = g_qeglobals.d_texturewin.m_nTotalHeight;
1747 if (!MakeCurrent ())
1749 Sys_Printf("ERROR: glXMakeCurrent failed..\n ");
1750 Sys_Printf("Please restart Radiant if the Texture view is not working\n");
1753 QE_CheckOpenGLForErrors();
1754 Texture_Draw (m_pWidget->allocation.width, m_pWidget->allocation.height - g_nTextureOffset);
1755 QE_CheckOpenGLForErrors();
1758 if (g_PrefsDlg.m_bTextureScrollbar && (m_bNeedRange || g_qeglobals.d_texturewin.m_nTotalHeight != nOld))
1760 GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
1762 vadjustment->value = -g_qeglobals.d_texturewin.originy;
1763 vadjustment->page_size = m_pWidget->allocation.height;
1764 vadjustment->page_increment = m_pWidget->allocation.height/2;
1765 vadjustment->step_increment = 20;
1766 vadjustment->lower = 0;
1767 vadjustment->upper = g_qeglobals.d_texturewin.m_nTotalHeight;
1769 gtk_signal_emit_by_name (GTK_OBJECT (vadjustment), "changed");
1771 m_bNeedRange = false;
1775 void TexWnd::OnLButtonDown (guint32 flags, int pointx, int pointy)
1778 Texture_MouseDown (pointx, pointy - g_nTextureOffset, flags);
1781 void TexWnd::OnRButtonDown (guint32 flags, int pointx, int pointy)
1784 Texture_MouseDown (pointx, pointy - g_nTextureOffset, flags);
1787 void TexWnd::OnMButtonDown (guint32 flags, int pointx, int pointy)
1790 Texture_MouseDown (pointx, pointy - g_nTextureOffset, flags);
1793 void TexWnd::OnLButtonUp (guint32 flags, int pointx, int pointy)
1796 // NOTE TTimo http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=23
1797 DragDropTexture (flags, pointx, pointy);
1800 void TexWnd::OnRButtonUp (guint32 flags, int pointx, int pointy)
1805 void TexWnd::OnMButtonUp (guint32 flags, int pointx, int pointy)
1810 void TexWnd::OnMouseMove (guint32 flags, int pointx, int pointy)
1812 Texture_MouseMoved (pointx, pointy - g_nTextureOffset, flags);
1813 // if scrollbar is hidden, we don't seem to get an update
1814 if( !g_PrefsDlg.m_bTextureScrollbar )
1818 void TexWnd::OnVScroll ()
1820 GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
1822 g_qeglobals.d_texturewin.originy = - (int)vadjustment->value;
1826 void TexWnd::UpdatePrefs()
1828 if (g_PrefsDlg.m_bTextureWindow)
1829 gtk_widget_show (m_pFilter);
1831 gtk_widget_hide (m_pFilter);
1833 if (g_PrefsDlg.m_bTextureScrollbar)
1834 gtk_widget_show (g_qeglobals_gui.d_texture_scroll);
1836 gtk_widget_hide (g_qeglobals_gui.d_texture_scroll);
1837 m_bNeedRange = true;
1841 void TexWnd::FocusEdit()
1843 if (GTK_WIDGET_VISIBLE (m_pFilter))
1844 gtk_window_set_focus (GTK_WINDOW (g_pParentWnd->m_pWidget), m_pFilter);
1847 void TexWnd::OnMouseWheel(bool bUp)
1851 if(g_qeglobals.d_texturewin.originy < 0) {
1852 g_qeglobals.d_texturewin.originy += g_PrefsDlg.m_nWheelInc;
1853 // clamp so we don't get jiggle if moved by less than scrollwheel increment
1854 if(g_qeglobals.d_texturewin.originy > 0) {
1855 g_qeglobals.d_texturewin.originy = 0;
1861 if(g_qeglobals.d_texturewin.originy > (-g_qeglobals.d_texturewin.m_nTotalHeight + g_qeglobals.d_texturewin.height))
1862 g_qeglobals.d_texturewin.originy -= g_PrefsDlg.m_nWheelInc;
1864 GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
1865 gtk_adjustment_set_value (vadjustment, abs(g_qeglobals.d_texturewin.originy));
1871 // http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=23
1872 void TexWnd::DragDropTexture (guint32 flags, int pointx, int pointy)
1874 // This gets called from leftmouse up event. We see if the mouseup is above
1875 // the camwindow. If this is the case do a trace for a surface. If we hit a
1876 // surface, texture it with the current texture.
1878 int m_ptXcheck, m_ptYcheck;
1886 // we only want to catch a plain mouseevent
1890 // see if we are above the camwindow
1891 Sys_GetCursorPos (&m_ptX, &m_ptY);
1893 if (g_pParentWnd->CurrentStyle() == MainFrame::eFloating)
1894 widget = g_pParentWnd->GetCamWnd()->m_pParent;
1896 widget = g_pParentWnd->GetCamWnd()->GetWidget();
1898 get_window_pos (widget, &x, &y);
1900 if (m_ptX < x || m_ptY < y ||
1901 m_ptX > x + widget->allocation.width ||
1902 m_ptY > y + widget->allocation.height)
1905 // check if the camwindow isn't being partially hidden by another window at this point
1906 // http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=187
1910 if( g_pParentWnd->GetCamWnd()->GetWidget()->window != gdk_window_at_pointer( &m_ptXcheck, &m_ptYcheck ) )
1913 // calc ray direction
1915 y = g_pParentWnd->GetCamWnd()->Camera()->height - 1 - (m_ptY - y);
1916 u = (float)( y - ( g_pParentWnd->GetCamWnd()->Camera()->height * .5f ) ) / ( g_pParentWnd->GetCamWnd()->Camera()->height * .5f );
1917 r = (float)( x - ( g_pParentWnd->GetCamWnd()->Camera()->width * .5f ) ) / ( g_pParentWnd->GetCamWnd()->Camera()->width * .5f );
1920 for (i=0 ; i<3 ; i++)
1921 dir[i] = g_pParentWnd->GetCamWnd()->Camera()->vpn[i] * f +
1922 g_pParentWnd->GetCamWnd()->Camera()->vright[i] * r +
1923 g_pParentWnd->GetCamWnd()->Camera()->vup[i] * u;
1924 VectorNormalize (dir, dir);
1926 // do a trace for a surface
1929 t = Test_Ray (g_pParentWnd->GetCamWnd()->Camera()->origin, dir, SF_SINGLEFACE);
1934 brushprimit_texdef_t brushprimit_tex;
1936 memset (&tex, 0, sizeof(tex));
1937 memset (&brushprimit_tex, 0, sizeof(brushprimit_tex));
1938 if (g_qeglobals.m_bBrushPrimitMode)
1940 // brushprimit fitted to a 2x2 texture
1941 brushprimit_tex.coords[0][0] = 1.0f;
1942 brushprimit_tex.coords[1][1] = 1.0f;
1945 tex.scale[0] = g_pGameDescription->mTextureDefaultScale;
1946 tex.scale[1] = g_pGameDescription->mTextureDefaultScale;
1948 tex.flags = g_qeglobals.d_texturewin.texdef.flags;
1949 tex.value = g_qeglobals.d_texturewin.texdef.value;
1950 tex.contents = g_qeglobals.d_texturewin.texdef.contents;
1951 // TTimo - shader code cleanup
1952 // texdef.name is the name of the shader, not the name of the actual texture file
1953 tex.SetName(g_qeglobals.d_texturewin.texdef.GetName());
1955 Undo_Start("set face textures");
1956 Undo_AddBrush(t.brush);
1957 SetFaceTexdef (t.face, &tex, &brushprimit_tex, false, NULL );
1958 Brush_Build(t.brush, false);
1959 Undo_EndBrush(t.brush);
1962 Sys_UpdateWindows (W_CAMERA);
1963 g_pParentWnd->OnTimer ();