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)
364 lines
9.4 KiB
C++
364 lines
9.4 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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/*
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The following source code is licensed by Id Software and subject to the terms of
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its LIMITED USE SOFTWARE LICENSE AGREEMENT, a copy of which is included with
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GtkRadiant. If you did not receive a LIMITED USE SOFTWARE LICENSE AGREEMENT,
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please contact Id Software immediately at info@idsoftware.com.
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*/
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//
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// Linux stuff
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//
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// Leonardo Zide (leo@lokigames.com)
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//
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#include "qe3.h"
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#include "debugging/debugging.h"
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#include "ifilesystem.h"
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//#include "imap.h"
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#include <map>
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#include <gtk/gtktearoffmenuitem.h>
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#include "stream/textfilestream.h"
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#include "cmdlib.h"
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#include "stream/stringstream.h"
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#include "os/path.h"
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#include "scenelib.h"
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#include "gtkutil/messagebox.h"
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#include "error.h"
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#include "map.h"
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#include "build.h"
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#include "points.h"
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#include "camwindow.h"
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#include "mainframe.h"
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#include "preferences.h"
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#include "watchbsp.h"
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#include "autosave.h"
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#include "convert.h"
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QEGlobals_t g_qeglobals;
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#if defined( WIN32 )
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#define PATH_MAX 260
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#endif
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void QE_InitVFS(){
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// VFS initialization -----------------------
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// we will call GlobalFileSystem().initDirectory, giving the directories to look in (for files in pk3's and for standalone files)
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// we need to call in order, the mod ones first, then the base ones .. they will be searched in this order
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// *nix systems have a dual filesystem in ~/.q3a, which is searched first .. so we need to add that too
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const char* gamename = gamename_get();
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const char* basegame = basegame_get();
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const char* userRoot = g_qeglobals.m_userEnginePath.c_str();
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const char* globalRoot = EnginePath_get();
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// if we have a mod dir
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if ( !string_equal( gamename, basegame ) ) {
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// ~/.<gameprefix>/<fs_game>
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if ( userRoot && !string_equal( globalRoot, userRoot ) ) {
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StringOutputStream userGamePath( 256 );
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userGamePath << userRoot << gamename << '/';
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GlobalFileSystem().initDirectory( userGamePath.c_str() );
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}
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// <fs_basepath>/<fs_game>
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{
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StringOutputStream globalGamePath( 256 );
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globalGamePath << globalRoot << gamename << '/';
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GlobalFileSystem().initDirectory( globalGamePath.c_str() );
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}
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}
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// ~/.<gameprefix>/<fs_main>
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if ( userRoot && !string_equal( globalRoot, userRoot ) ) {
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StringOutputStream userBasePath( 256 );
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userBasePath << userRoot << basegame << '/';
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GlobalFileSystem().initDirectory( userBasePath.c_str() );
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}
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// <fs_basepath>/<fs_main>
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{
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StringOutputStream globalBasePath( 256 );
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globalBasePath << globalRoot << basegame << '/';
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GlobalFileSystem().initDirectory( globalBasePath.c_str() );
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}
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}
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int g_numbrushes = 0;
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int g_numentities = 0;
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void QE_UpdateStatusBar(){
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char buffer[128];
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sprintf( buffer, "Brushes: %d Entities: %d", g_numbrushes, g_numentities );
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g_pParentWnd->SetStatusText( g_pParentWnd->m_brushcount_status, buffer );
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}
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SimpleCounter g_brushCount;
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void QE_brushCountChanged(){
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g_numbrushes = int(g_brushCount.get() );
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QE_UpdateStatusBar();
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}
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SimpleCounter g_entityCount;
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void QE_entityCountChanged(){
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g_numentities = int(g_entityCount.get() );
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QE_UpdateStatusBar();
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}
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bool ConfirmModified( const char* title ){
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if ( !Map_Modified( g_map ) ) {
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return true;
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}
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EMessageBoxReturn result = gtk_MessageBox( GTK_WIDGET( MainFrame_getWindow() ), "The current map has changed since it was last saved.\nDo you want to save the current map before continuing?", title, eMB_YESNOCANCEL, eMB_ICONQUESTION );
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if ( result == eIDCANCEL ) {
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return false;
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}
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if ( result == eIDYES ) {
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if ( Map_Unnamed( g_map ) ) {
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return Map_SaveAs();
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}
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else
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{
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return Map_Save();
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}
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}
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return true;
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}
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void bsp_init(){
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build_set_variable( "RadiantPath", AppPath_get() );
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build_set_variable( "ExecutableType", RADIANT_EXECUTABLE );
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build_set_variable( "EnginePath", EnginePath_get() );
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build_set_variable( "UserEnginePath", g_qeglobals.m_userEnginePath.c_str() );
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build_set_variable( "MonitorAddress", ( g_WatchBSP_Enabled ) ? "127.0.0.1:39000" : "" );
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build_set_variable( "GameName", gamename_get() );
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const char* mapname = Map_Name( g_map );
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{
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StringOutputStream name( 256 );
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name << StringRange( mapname, path_get_filename_base_end( mapname ) ) << ".bsp";
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build_set_variable( "BspFile", name.c_str() );
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}
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if( region_active ){
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StringOutputStream name( 256 );
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name << StringRange( mapname, path_get_filename_base_end( mapname ) ) << ".reg";
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build_set_variable( "MapFile", name.c_str() );
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}
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else{
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build_set_variable( "MapFile", mapname );
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}
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{
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StringOutputStream name( 256 );
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name << StringRange( path_get_filename_start( mapname ), path_get_filename_base_end( mapname ) );
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build_set_variable( "MapName", name.c_str() );
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}
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}
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void bsp_shutdown(){
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build_clear_variables();
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}
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class ArrayCommandListener : public CommandListener
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{
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GPtrArray* m_array;
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public:
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ArrayCommandListener(){
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m_array = g_ptr_array_new();
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}
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~ArrayCommandListener(){
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g_ptr_array_free( m_array, TRUE );
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}
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void execute( const char* command ){
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g_ptr_array_add( m_array, g_strdup( command ) );
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}
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GPtrArray* array() const {
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return m_array;
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}
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};
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class BatchCommandListener : public CommandListener
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{
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TextOutputStream& m_file;
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std::size_t m_commandCount;
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const char* m_outputRedirect;
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public:
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BatchCommandListener( TextOutputStream& file, const char* outputRedirect ) : m_file( file ), m_commandCount( 0 ), m_outputRedirect( outputRedirect ){
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}
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void execute( const char* command ){
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m_file << command;
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if ( m_commandCount == 0 ) {
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m_file << " > ";
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}
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else
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{
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m_file << " >> ";
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}
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m_file << "\"" << m_outputRedirect << "\"";
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m_file << "\n";
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++m_commandCount;
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}
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};
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bool Region_cameraValid(){
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Vector3 vOrig( vector3_snapped( Camera_getOrigin( *g_pParentWnd->GetCamWnd() ) ) );
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for ( int i = 0 ; i < 3 ; i++ )
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{
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if ( vOrig[i] > region_maxs[i] || vOrig[i] < region_mins[i] ) {
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return false;
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}
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}
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return true;
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}
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void RunBSP( const char* name ){
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// http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=503
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// make sure we don't attempt to region compile a map with the camera outside the region
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if ( region_active && !Region_cameraValid() ) {
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globalErrorStream() << "The camera must be in the region to start a region compile.\n";
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return;
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}
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SaveMap();
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if ( Map_Unnamed( g_map ) ) {
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globalOutputStream() << "build cancelled\n";
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return;
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}
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if ( g_SnapShots_Enabled && !Map_Unnamed( g_map ) && Map_Modified( g_map ) ) {
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Map_Snapshot();
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}
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if ( region_active ) {
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const char* mapname = Map_Name( g_map );
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StringOutputStream name( 256 );
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name << StringRange( mapname, path_get_filename_base_end( mapname ) ) << ".reg";
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Map_SaveRegion( name.c_str() );
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}
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Pointfile_Delete();
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bsp_init();
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if ( g_WatchBSP_Enabled ) {
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ArrayCommandListener listener;
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build_run( name, listener );
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// grab the file name for engine running
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const char* fullname = Map_Name( g_map );
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StringOutputStream bspname( 64 );
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bspname << StringRange( path_get_filename_start( fullname ), path_get_filename_base_end( fullname ) );
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BuildMonitor_Run( listener.array(), bspname.c_str() );
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}
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else
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{
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char junkpath[PATH_MAX];
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strcpy( junkpath, SettingsPath_get() );
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strcat( junkpath, "junk.txt" );
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char batpath[PATH_MAX];
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#if defined( POSIX )
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strcpy( batpath, SettingsPath_get() );
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strcat( batpath, "qe3bsp.sh" );
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#elif defined( WIN32 )
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strcpy( batpath, SettingsPath_get() );
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strcat( batpath, "qe3bsp.bat" );
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#else
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#error "unsupported platform"
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#endif
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bool written = false;
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{
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TextFileOutputStream batchFile( batpath );
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if ( !batchFile.failed() ) {
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#if defined ( POSIX )
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batchFile << "#!/bin/sh \n\n";
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#endif
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BatchCommandListener listener( batchFile, junkpath );
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build_run( name, listener );
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written = true;
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}
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}
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if ( written ) {
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#if defined ( POSIX )
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chmod( batpath, 0744 );
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#endif
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globalOutputStream() << "Writing the compile script to '" << batpath << "'\n";
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globalOutputStream() << "The build output will be saved in '" << junkpath << "'\n";
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Q_Exec( batpath, NULL, NULL, true, false );
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}
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}
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bsp_shutdown();
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}
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// =============================================================================
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// Sys_ functions
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void Sys_SetTitle( const char *text, bool modified ){
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StringOutputStream title;
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title << text;
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if ( modified ) {
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title << " *";
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}
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gtk_window_set_title( MainFrame_getWindow(), title.c_str() );
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}
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bool g_bWaitCursor = false;
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void Sys_BeginWait( void ){
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ScreenUpdates_Disable( "Processing...", "Please Wait" );
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GdkCursor *cursor = gdk_cursor_new( GDK_WATCH );
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gdk_window_set_cursor( GTK_WIDGET( MainFrame_getWindow() )->window, cursor );
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gdk_cursor_unref( cursor );
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g_bWaitCursor = true;
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}
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void Sys_EndWait( void ){
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ScreenUpdates_Enable();
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gdk_window_set_cursor( GTK_WIDGET( MainFrame_getWindow() )->window, 0 );
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g_bWaitCursor = false;
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}
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void Sys_Beep( void ){
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gdk_beep();
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}
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