netradiant-custom/radiant/qe3.h
Garux 471fca65b6 Radiant:
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)
2017-08-02 09:23:14 +03:00

68 lines
1.6 KiB
C++

/*
Copyright (C) 1999-2006 Id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant 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.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#if !defined( INCLUDED_QE3_H )
#define INCLUDED_QE3_H
#include "string/string.h"
//
// system functions
//
void Sys_SetTitle( const char *text, bool modified );
void RunBSP( const char* name );
void QE_InitVFS();
void QE_brushCountChanged();
void QE_entityCountChanged();
bool ConfirmModified( const char* title );
// most of the QE globals are stored in this structure
typedef struct
{
/*!
win32: engine full path.
unix: user home full path + engine dir.
*/
CopiedString m_userEnginePath;
/*!
cache for m_userEnginePath + mod subdirectory.
*/
CopiedString m_userGamePath;
} QEGlobals_t;
extern QEGlobals_t g_qeglobals;
class SimpleCounter;
extern SimpleCounter g_brushCount;
extern SimpleCounter g_entityCount;
void bsp_init();
#endif