📄 qe3.h
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BOOL GetSelectAllCriteria(CString &strKey, CString &strVal);
// win_dlg.c
void DoGamma(void);
void DoFind(void);
void DoRotate(void);
void DoSides(bool bCone = false, bool bSphere = false, bool bTorus = false);
void DoAbout(void);
void DoSurface();
/*
** QE function declarations
*/
void QE_CheckAutoSave( void );
void WINAPI QE_ConvertDOSToUnixName( char *dst, const char *src );
void QE_CountBrushesAndUpdateStatusBar( void );
void WINAPI QE_CheckOpenGLForErrors(void);
void QE_ExpandBspString (char *bspaction, char *out, char *mapname, bool useTemps);
void QE_Init (void);
qboolean QE_KeyDown (int key, int nFlags = 0);
qboolean QE_LoadProject (char *projectfile);
qboolean QE_SingleBrush (bool bQuiet = false);
// sys stuff
void Sys_MarkMapModified (void);
/*
** QE Win32 function declarations
*/
int WINAPI QEW_SetupPixelFormat(HDC hDC, qboolean zbuffer );
void QEW_StopGL( HWND hWnd, HGLRC hGLRC, HDC hDC );
/*
** extern declarations
*/
extern QEGlobals_t g_qeglobals;
//++timo clean (moved into qertypes.h)
//enum VIEWTYPE {YZ, XZ, XY};
qboolean IsBrushSelected(brush_t* bSel);
// curve brushes
void Curve_MakeCurvedBrush (qboolean negative, qboolean top, qboolean bottom,
qboolean s1, qboolean s2, qboolean s3, qboolean s4);
void Curve_Invert (void);
void Curve_AddFakePlanes( brush_t *B );
void Curve_StripFakePlanes( brush_t *B );
void Curve_BuildPoints (brush_t *b);
void Curve_XYDraw (brush_t *b);
void Curve_CameraDraw (brush_t *b);
void Curve_WriteFile (char *name);
// patch stuff
patchMesh_t* MakeNewPatch();
brush_t* AddBrushForPatch(patchMesh_t *pm, bool bLinkToWorld = true);
brush_t* Patch_GenericMesh(int nWidth, int nHeight, int nOrientation = 2, bool bDeleteSource = true, bool bOverride = false);
void Patch_ReadFile (char *name);
void Patch_WriteFile (char *name);
void Patch_BuildPoints (brush_t *b);
void Patch_Move(patchMesh_t *p, const vec3_t vMove, bool bRebuild = false);
//++timo had to add a default value for bSnap (see Patch_ApplyMatrix call from Select_ApplyMatrix in select.cpp)
void Patch_ApplyMatrix(patchMesh_t *p, const vec3_t vOrigin, const vec3_t vMatrix[3], bool bSnap = false);
void Patch_EditPatch();
void Patch_Deselect();
void Patch_Deselect(patchMesh_t *p);
void Patch_Delete(patchMesh_t *p);
int Patch_MemorySize(patchMesh_t *p);
void Patch_Select(patchMesh_t *p);
void Patch_Scale(patchMesh_t *p, const vec3_t vOrigin, const vec3_t vAmt, bool bRebuilt = true);
void Patch_Cleanup();
void Patch_SetView(int n);
void Patch_SetTexture(patchMesh_t *p, texdef_t *tex_def, IPluginTexdef* pPlugTexdef = NULL);
void Patch_BrushToMesh(bool bCone = false, bool bBevel = false, bool bEndcap = false, bool bSquare = false, int nHeight = 3);
bool Patch_DragScale(patchMesh_t *p, vec3_t vAmt, vec3_t vMove);
void Patch_ReadBuffer(char* pBuff, bool bSelect = false);
void Patch_WriteFile (CMemFile* pMemFile);
void Patch_UpdateSelected(vec3_t vMove);
void Patch_AddRow(patchMesh_t *p);
brush_t* Patch_Parse(bool bOld);
void Patch_Write (patchMesh_t *p, FILE *f);
void Patch_Write (patchMesh_t *p, CMemFile *file);
void Patch_AdjustColumns(patchMesh_t *p, int nCols);
void Patch_AdjustRows(patchMesh_t *p, int nRows);
void Patch_AdjustSelected(bool bInsert, bool bColumn, bool bFlag);
patchMesh_t* Patch_Duplicate(patchMesh_t *pFrom);
void Patch_RotateTexture(patchMesh_t *p, float fAngle);
void Patch_ScaleTexture(patchMesh_t *p, float fx, float fy, bool bFixup = true);
void Patch_ShiftTexture(patchMesh_t *p, float fx, float fy);
void Patch_DrawCam(patchMesh_t *p);
void Patch_DrawXY(patchMesh_t *p);
void Patch_InsertColumn(patchMesh_t *p, bool bAdd);
void Patch_InsertRow(patchMesh_t *p, bool bAdd);
void Patch_RemoveRow(patchMesh_t *p, bool bFirst);
void Patch_RemoveColumn(patchMesh_t *p, bool bFirst);
void Patch_ToggleInverted();
void Patch_Restore(patchMesh_t *p);
void Patch_Save(patchMesh_t *p);
void Patch_SetTextureInfo(texdef_t* pt);
void Patch_NaturalTexturing();
void Patch_ResetTexturing(float fx, float fy);
void Patch_FitTexturing();
void Patch_BendToggle();
void Patch_StartInsDel();
void Patch_BendHandleTAB();
void Patch_BendHandleENTER();
void Patch_SelectBendNormal();
void Patch_SelectBendAxis();
bool WINAPI OnlyPatchesSelected();
bool WINAPI AnyPatchesSelected();
patchMesh_t* SinglePatchSelected();
void Patch_CapCurrent(bool bInvertedBevel = false, bool bInvertedEndcap = false);
void Patch_DisperseRows();
void Patch_DisperseColumns();
void Patch_NaturalizeSelected(bool bCap = false, bool bCycleCap = false);
void Patch_SelectAreaPoints();
void Patch_InvertTexture(bool bY);
void Patch_InsDelToggle();
void Patch_InsDelHandleTAB();
void Patch_InsDelHandleENTER();
void Patch_SetOverlays();
void Patch_ClearOverlays();
void Patch_Thicken(int nAmount, bool bSeam);
void Patch_Transpose();
void Patch_Freeze();
void Patch_UnFreeze(bool bAll);
const char* Patch_GetTextureName();
void Patch_FindReplaceTexture(brush_t *pb, const char *pFind, const char *pReplace, bool bForce);
void Patch_ReplaceQTexture(brush_t *pb, qtexture_t *pOld, qtexture_t *pNew);
void Select_SnapToGrid();
extern bool g_bPatchShowBounds;
extern bool g_bPatchWireFrame;
extern bool g_bPatchWeld;
extern bool g_bPatchDrillDown;
extern bool g_bPatchInsertMode;
extern bool g_bPatchBendMode;
extern vec3_t g_vBendOrigin;
void Patch_FromTriangle(vec5_t vx, vec5_t vy, vec5_t vz);
const char* Patch_GetKeyValue(patchMesh_t *p, const char *pKey);
void Patch_SetEpair(patchMesh_t *p, const char *pKey, const char *pValue);
// group stuff
// group_t are loaded / saved through "group_info" entities
// they hold epairs for group settings and additionnal access info (tree nodes)
typedef struct group_s
{
struct group_s *next;
epair_t *epairs;
HTREEITEM itemOwner;
} group_t;
// NOTES: grouping only enabled in brush primitives mode
// grouping works by naming brushes and setting display properties
// the group hierarchy is not related with the map hierarchy (entity list, brushes etc.)
// brushes with no group are under the "world" node (default for all brushes)
// void Group_GetListFromWorld(CStringArray *pArray);
void Group_RemoveListFromWorld();
// void Group_SetListToWorld(CStringArray *pArray);
// void Group_BuildTree(CTreeCtrl *pTree);
// void Group_DecomposeTree(CTreeCtrl *pTree);
// save group_t as "classname" "group_info" things
void Group_Save(FILE *f);
// clean the brushes ownerItem, clean the treeview and rebuild everything
// is usually called when loading a new map, but may be called anytime
void Group_Init();
void Group_Add(entity_t *e);
// remove a brush from it's current group, will erase the "group" epair if any, and delete the tree control node
void Group_RemoveBrush(brush_t *b);
void Group_AddToWorld(brush_t *b);
// will remove brush of it's current group if any, and will add it wherever needed according to it's "group" key
void Group_AddToProperGroup(brush_t *b);
void Group_AddToSelected(brush_t *b);
// allocate a new group, set name
group_t* Group_Alloc(const char *name);
// we use entities to store information about the groups
// these entities are not linked into the world, and they have no brushes
// only loaded / saved in map file
group_t* Group_ForName(const char *name);
// Timo
// new brush primitive stuff
void ComputeAxisBase(vec3_t normal,vec3_t texS,vec3_t texT );
void FaceToBrushPrimitFace(face_t *f);
void EmitBrushPrimitTextureCoordinates(face_t *, winding_t *);
// EmitTextureCoordinates, is old code used for brush to brush primitive conversion
void EmitTextureCoordinates ( float *xyzst, qtexture_t *q, face_t *f);
void BrushPrimit_Parse(brush_t *);
// compute a fake shift scale rot representation from the texture matrix
void TexMatToFakeTexCoords( vec_t texMat[2][3], float shift[2], float *rot, float scale[2] );
void FakeTexCoordsToTexMat( float shift[2], float rot, float scale[2], vec_t texMat[2][3] );
void ConvertTexMatWithQTexture( brushprimit_texdef_t *texMat1, qtexture_t *qtex1, brushprimit_texdef_t *texMat2, qtexture_t *qtex2 );
// texture locking
void Face_MoveTexture_BrushPrimit(face_t *f, vec3_t delta);
void Select_ShiftTexture_BrushPrimit( face_t *f, int x, int y );
void RotateFaceTexture_BrushPrimit(face_t *f, int nAxis, float fDeg, vec3_t vOrigin );
// used in CCamWnd::ShiftTexture_BrushPrimit
void ComputeBest2DVector( vec3_t v, vec3_t X, vec3_t Y, int &x, int &y );
//
// eclass.cpp
//
extern qboolean parsing_single;
extern qboolean eclass_found;
extern eclass_t *eclass_e;
void Eclass_ScanFile( char *filename );
// for interfaces, we require main plugin header included
#include "qerplugin.h"
//
// SurfaceDlg.cpp and surface properties plugin
//
//++timo some patch in/out stuff is in there, needs to be moved out in a dedicated interface
void WINAPI Patch_Rebuild(patchMesh_t *p);
#include "isurfaceplugin.h"
extern _QERPlugSurfaceTable g_SurfaceTable;
//
// OpenGL interface
//
#include "igl.h"
HGLRC WINAPI QERApp_GetQeglobalsHGLRC();
void WINAPI QERApp_HookXYGLWindow(IGLWindow* pGLW);
void WINAPI QERApp_UnHookGLWindow(IGLWindow* pGLW);
void DrawPluginEntities( VIEWTYPE vt );
//
// ISelectedFace interface
//
#include "ISelectedFace.h"
int WINAPI QERApp_ISelectedFace_GetTextureNumber();
int WINAPI QERApp_GetFaceInfo(_QERFaceData *pFaceData, winding_t *pWinding);
int WINAPI QERApp_SetFaceInfo(_QERFaceData *pFaceData);
void WINAPI QERApp_GetTextureSize( int Size[2] );
//
// IEpairs interface
//
#include "IEpairs.h"
#include "EpairsWrapper.h"
//
// IPluginEntities interface
//
#include "IPluginEntities.h"
int WINAPI QERApp_EClassScanDir( char *dir, HMODULE plugID );
//
// ShaderInfo.cpp
//
#include "ShaderInfo.h"
//
// TexWnd.cpp
//
CShaderInfo* hasShader(const char *pName);
//
// IScripLib interface
// GetToken, UnGetToken, etc.
#include "IScriplib.h"
extern FILE *g_File;
void WINAPI QERApp_MapPrintf_FILE( char *text, ... );
//
// ISurfacePlugin interface
//
void WINAPI QERApp_GetTwoSelectedPatch( patchMesh_t **p1, patchMesh_t **p2 );
//
// IBSPFrontend interface
//
#include "IBSPFrontend.h"
extern _QERPlugBSPFrontendTable g_BSPFrontendTable;
extern CStringArray g_BSPFrontendCommands;
//
// IMessaging interface
#include "IMessaging.h"
#include "Messaging.h"
void WINAPI QERApp_HookWindow(IWindowListener* pListen);
void WINAPI QERApp_UnHookWindow(IWindowListener* pListen);
IXYWndWrapper* WINAPI QERApp_GetXYWndWrapper();
void WINAPI QERApp_HookListener(IListener* pListen, int Msg);
int WINAPI QERApp_UnHookListener(IListener* pListen);
void DispatchRadiantMsg( int Msg );
// dispatch for IWindowListener entities
void DispatchOnMouseMove(UINT nFlags, int x, int y);
bool DispatchOnLButtonDown(UINT nFlags, int x, int y);
bool DispatchOnLButtonUp(UINT nFlags, int x, int y);
//
// IShaders interface
CShaderInfo* SetNameShaderInfo(qtexture_t* q, const char* pPath, const char* pName);
qtexture_t* Texture_LoadTGATexture (unsigned char* pPixels, int nWidth, int nHeight, char* pPath, int nFlags, int nContents, int nValue );
#include "IShaders.h"
qtexture_t* WINAPI QERApp_TryTextureForName(const char* name);
#endif
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