netradiant-custom/radiant/select.h
Garux 6eee961fcc Radiant:
binds...
	* shift + m3: apply texture name and alignment to selected primitives and faces (m3 was inconsistent + often required quite deep planning)
	* ctrl + shift + m3: also project tex from face to selection

misc...
	* lazy cursor updates in clipper mode
	* update cursor immediately on clipper mode toggles
	* fixes and optimizations of entity names rendering; for instance: don't prerender textures for unneeded names

	FBO overlay fixes
2017-08-02 09:53:07 +03:00

101 lines
3.0 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_SELECT_H )
#define INCLUDED_SELECT_H
#include "math/vector.h"
void Select_GetBounds( Vector3& mins, Vector3& maxs );
void Select_GetMid( Vector3& mid );
void Select_Delete();
void Select_Invert();
void Select_Inside();
void Select_Touching();
void Scene_ExpandSelectionToPrimitives();
void Scene_ExpandSelectionToEntities();
//void Selection_Flipx();
//void Selection_Flipy();
//void Selection_Flipz();
//void Selection_Rotatex();
//void Selection_Rotatey();
//void Selection_Rotatez();
void Selection_MoveDown();
void Selection_MoveUp();
void Select_AllOfType();
void Select_ConnectedEntities( bool targeting, bool targets, bool focus );
void SelectConnectedEntities();
void DoRotateDlg();
void DoScaleDlg();
void Select_SetShader( const char* shader );
void Select_SetShader_Undo( const char* shader );
class TextureProjection;
void Select_SetTexdef( const TextureProjection& projection );
void Select_SetTexdef( const float* hShift, const float* vShift, const float* hScale, const float* vScale, const float* rotation );
class ContentsFlagsValue;
void Select_SetFlags( const ContentsFlagsValue& flags );
void Select_RotateTexture( float amt );
void Select_ScaleTexture( float x, float y );
void Select_ShiftTexture( float x, float y );
class texdef_t;
void Select_ProjectTexture( const texdef_t& texdef, const Vector3* direction );
void Select_ProjectTexture( const TextureProjection& projection, const Vector3& normal );
void Select_FitTexture( float horizontal = 1, float vertical = 1 );
void FindReplaceTextures( const char* pFind, const char* pReplace, bool bSelected );
void HideSelected();
void Select_ShowAllHidden();
void Select_registerCommands();
// updating workzone to a given brush (depends on current view)
void Selection_construct();
void Selection_destroy();
struct select_workzone_t
{
// defines the boundaries of the current work area
// is used to guess brushes and drop points third coordinate when creating from 2D view
Vector3 d_work_min, d_work_max;
select_workzone_t() :
d_work_min( -64.0f,-64.0f,-64.0f ),
d_work_max( 64.0f, 64.0f, 64.0f ){
}
};
const select_workzone_t& Select_getWorkZone();
#endif