/* =========================================================================== Copyright (C) 1997-2006 Id Software, Inc. This file is part of Quake 2 Tools source code. Quake 2 Tools source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Quake 2 Tools source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Quake 2 Tools source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "qe3.h" #define PAGEFLIPS 2 z_t z; /* ============ Z_Init ============ */ void Z_Init (void) { z.origin[0] = 0; z.origin[1] = 20; z.origin[2] = 46; z.scale = 1; } /* ============================================================================ MOUSE ACTIONS ============================================================================ */ static int cursorx, cursory; /* ============== Z_MouseDown ============== */ void Z_MouseDown (int x, int y, int buttons) { vec3_t org, dir, vup, vright; brush_t *b; Sys_GetCursorPos (&cursorx, &cursory); vup[0] = 0; vup[1] = 0; vup[2] = 1/z.scale; VectorCopy (z.origin, org); org[2] += (y - (z.height/2))/z.scale; org[1] = -8192; b = selected_brushes.next; if (b != &selected_brushes) { org[0] = (b->mins[0] + b->maxs[0])/2; } dir[0] = 0; dir[1] = 1; dir[2] = 0; vright[0] = 0; vright[1] = 0; vright[2] = 0; // LBUTTON = manipulate selection // shift-LBUTTON = select // middle button = grab texture // ctrl-middle button = set entire brush to texture // ctrl-shift-middle button = set single face to texture if ( (buttons == MK_LBUTTON) || (buttons == (MK_LBUTTON | MK_SHIFT)) || (buttons == MK_MBUTTON) // || (buttons == (MK_MBUTTON|MK_CONTROL)) || (buttons == (MK_MBUTTON|MK_SHIFT|MK_CONTROL)) ) { Drag_Begin (x, y, buttons, vright, vup, org, dir); return; } // control mbutton = move camera if ((buttons == (MK_CONTROL|MK_MBUTTON) ) || (buttons == (MK_CONTROL|MK_LBUTTON))) { camera.origin[2] = org[2] ; Sys_UpdateWindows (W_CAMERA|W_XY_OVERLAY|W_Z); } } /* ============== Z_MouseUp ============== */ void Z_MouseUp (int x, int y, int buttons) { Drag_MouseUp (); } /* ============== Z_MouseMoved ============== */ void Z_MouseMoved (int x, int y, int buttons) { if (!buttons) return; if (buttons == MK_LBUTTON) { Drag_MouseMoved (x, y, buttons); Sys_UpdateWindows (W_Z|W_CAMERA); return; } // rbutton = drag z origin if (buttons == MK_RBUTTON) { Sys_GetCursorPos (&x, &y); if ( y != cursory) { z.origin[2] += y-cursory; Sys_SetCursorPos (cursorx, cursory); Sys_UpdateWindows (W_Z); } return; } // control mbutton = move camera if ((buttons == (MK_CONTROL|MK_MBUTTON) ) || (buttons == (MK_CONTROL|MK_LBUTTON))) { camera.origin[2] = (y - (z.height/2))/z.scale; Sys_UpdateWindows (W_CAMERA|W_XY_OVERLAY|W_Z); } } /* ============================================================================ DRAWING ============================================================================ */ /* ============== Z_DrawGrid ============== */ void Z_DrawGrid (void) { float zz, zb, ze; int w, h; char text[32]; w = z.width/2 / z.scale; h = z.height/2 / z.scale; zb = z.origin[2] - h; if (zb < region_mins[2]) zb = region_mins[2]; zb = 64 * floor (zb/64); ze = z.origin[2] + h; if (ze > region_maxs[2]) ze = region_maxs[2]; ze = 64 * ceil (ze/64); // draw major blocks glColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_GRIDMAJOR]); glBegin (GL_LINES); glVertex2f (0, zb); glVertex2f (0, ze); for (zz=zb ; zz= 4) { glColor3fv(g_qeglobals.d_savedinfo.colors[COLOR_GRIDMINOR]); glBegin (GL_LINES); for (zz=zb ; zznext) { if (brush->mins[0] >= z.origin[0] || brush->maxs[0] <= z.origin[0] || brush->mins[1] >= z.origin[1] || brush->maxs[1] <= z.origin[1]) continue; if (!Brush_Ray (org_top, dir_down, brush, &top)) continue; top = org_top[2] - top; if (!Brush_Ray (org_bottom, dir_up, brush, &bottom)) continue; bottom = org_bottom[2] + bottom; q = Texture_ForName (brush->brush_faces->texdef.name); glColor3f (q->color[0], q->color[1], q->color[2]); glBegin (GL_QUADS); glVertex2f (-xCam, bottom); glVertex2f (xCam, bottom); glVertex2f (xCam, top); glVertex2f (-xCam, top); glEnd (); glColor3f (1,1,1); glBegin (GL_LINE_LOOP); glVertex2f (-xCam, bottom); glVertex2f (xCam, bottom); glVertex2f (xCam, top); glVertex2f (-xCam, top); glEnd (); } // // now draw selected brushes // for (brush = selected_brushes.next ; brush != &selected_brushes ; brush=brush->next) { if ( !(brush->mins[0] >= z.origin[0] || brush->maxs[0] <= z.origin[0] || brush->mins[1] >= z.origin[1] || brush->maxs[1] <= z.origin[1]) ) { if (Brush_Ray (org_top, dir_down, brush, &top)) { top = org_top[2] - top; if (Brush_Ray (org_bottom, dir_up, brush, &bottom)) { bottom = org_bottom[2] + bottom; q = Texture_ForName (brush->brush_faces->texdef.name); glColor3f (q->color[0], q->color[1], q->color[2]); glBegin (GL_QUADS); glVertex2f (-xCam, bottom); glVertex2f (xCam, bottom); glVertex2f (xCam, top); glVertex2f (-xCam, top); glEnd (); } } } glColor3f (1,0,0); glBegin (GL_LINE_LOOP); glVertex2f (-xCam, brush->mins[2]); glVertex2f (xCam, brush->mins[2]); glVertex2f (xCam, brush->maxs[2]); glVertex2f (-xCam, brush->maxs[2]); glEnd (); } ZDrawCameraIcon (); glFinish(); QE_CheckOpenGLForErrors(); if (z.timing) { end = Sys_DoubleTime (); Sys_Printf ("z: %i ms\n", (int)(1000*(end-start))); } }