binds... * ctrl + shift + v: MoveToCamera (translate selection to camera origin) * m2 in entities creation menu: change classname misc... * do not delete selected on entities creation, just deselect * ExpandSelectionToEntities: do not select invisible nodes * fix: keep stuff on grid after paste/move to camera commands, if stuff's size is (2*N + 1)*gridSize * MapName build system variable (can use to make build menu entry to run map in a game) * build->customize: list available build variables * texture browser: gtk search in directories and tags trees * fix: build menu->customize Cancel button cancels (was reloading menu from disk) * build menu->customize Reset button (= reload menu from disk = editor start state)
68 lines
1.6 KiB
C++
68 lines
1.6 KiB
C++
/*
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Copyright (C) 1999-2006 Id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#if !defined( INCLUDED_QE3_H )
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#define INCLUDED_QE3_H
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#include "string/string.h"
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//
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// system functions
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//
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void Sys_SetTitle( const char *text, bool modified );
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void RunBSP( const char* name );
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void QE_InitVFS();
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void QE_brushCountChanged();
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void QE_entityCountChanged();
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bool ConfirmModified( const char* title );
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// most of the QE globals are stored in this structure
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typedef struct
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{
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/*!
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win32: engine full path.
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unix: user home full path + engine dir.
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*/
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CopiedString m_userEnginePath;
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/*!
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cache for m_userEnginePath + mod subdirectory.
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*/
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CopiedString m_userGamePath;
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} QEGlobals_t;
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extern QEGlobals_t g_qeglobals;
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class SimpleCounter;
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extern SimpleCounter g_brushCount;
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extern SimpleCounter g_entityCount;
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void bsp_init();
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#endif
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