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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code 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.
+
+Quake III Arena source code 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 Foobar; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+#include "stdafx.h"
+#include "qe3.h"
+
+/*
+
+ drag either multiple brushes, or select plane points from
+ a single brush.
+
+*/
+
+qboolean drag_ok;
+vec3_t drag_xvec;
+vec3_t drag_yvec;
+
+static int buttonstate;
+int pressx, pressy;
+static vec3_t pressdelta;
+static vec3_t vPressStart;
+static int buttonx, buttony;
+
+
+//int num_move_points;
+//float *move_points[1024];
+
+int lastx, lasty;
+
+qboolean drag_first;
+
+
+void AxializeVector (vec3_t v)
+{
+ vec3_t a;
+ float o;
+ int i;
+
+ if (!v[0] && !v[1])
+ return;
+ if (!v[1] && !v[2])
+ return;
+ if (!v[0] && !v[2])
+ return;
+
+ for (i=0 ; i<3 ; i++)
+ a[i] = fabs(v[i]);
+ if (a[0] > a[1] && a[0] > a[2])
+ i = 0;
+ else if (a[1] > a[0] && a[1] > a[2])
+ i = 1;
+ else
+ i = 2;
+
+ o = v[i];
+ VectorCopy (vec3_origin, v);
+ if (o<0)
+ v[i] = -1;
+ else
+ v[i] = 1;
+
+}
+
+
+/*
+===========
+Drag_Setup
+===========
+*/
+void Drag_Setup (int x, int y, int buttons,
+ vec3_t xaxis, vec3_t yaxis,
+ vec3_t origin, vec3_t dir)
+{
+ trace_t t;
+ face_t *f;
+
+ drag_first = true;
+
+ VectorCopy (vec3_origin, pressdelta);
+ pressx = x;
+ pressy = y;
+
+ VectorCopy (xaxis, drag_xvec);
+ AxializeVector (drag_xvec);
+ VectorCopy (yaxis, drag_yvec);
+ AxializeVector (drag_yvec);
+
+ if (g_qeglobals.d_select_mode == sel_addpoint) {
+ if (g_qeglobals.selectObject) {
+ g_qeglobals.selectObject->addPoint(origin[0], origin[1], origin[2]);
+ } else {
+ clearSelection();
+ }
+ return;
+ }
+
+ if (g_qeglobals.d_select_mode == sel_editpoint) {
+
+ if (g_qeglobals.selectObject) {
+ if (g_qeglobals.selectObject->selectPointByRay(origin[0], origin[1], origin[2], dir[0], dir[1], dir[2], !(buttons == MK_SHIFT)) >= 0) {
+ drag_ok = true;
+ }
+ return;
+ } else {
+ clearSelection();
+ }
+ Sys_UpdateWindows(W_ALL);
+ Undo_Start("drag object point");
+
+ return;
+ }
+
+
+ extern void SelectCurvePointByRay (vec3_t org, vec3_t dir, int buttons);
+ if (g_qeglobals.d_select_mode == sel_curvepoint)
+ {
+ //if ((buttons == MK_LBUTTON))
+ // g_qeglobals.d_num_move_points = 0;
+
+ SelectCurvePointByRay (origin, dir, buttons);
+
+ if (g_qeglobals.d_num_move_points || g_qeglobals.d_select_mode == sel_area)
+ {
+ drag_ok = true;
+ }
+
+ Sys_UpdateWindows(W_ALL);
+
+ Undo_Start("drag curve point");
+ Undo_AddBrushList(&selected_brushes);
+
+ return;
+ }
+ else if (g_qeglobals.d_select_mode == sel_terrainpoint)
+ {
+ Terrain_SelectPointByRay( origin, dir, buttons );
+
+ if (g_qeglobals.d_numterrapoints || g_qeglobals.d_select_mode == sel_area)
+ {
+ drag_ok = true;
+ }
+
+ Sys_UpdateWindows(W_ALL);
+
+ Undo_Start("drag terrain point");
+ Undo_AddBrushList(&selected_brushes);
+ return;
+ }
+ else if (g_qeglobals.d_select_mode == sel_terraintexture)
+ {
+ Terrain_SelectPointByRay( origin, dir, buttons );
+
+ if (g_qeglobals.d_numterrapoints || g_qeglobals.d_select_mode == sel_area)
+ {
+ drag_ok = true;
+ }
+
+ Sys_UpdateWindows(W_ALL);
+
+ Undo_Start("drag terrain point");
+ Undo_AddBrushList(&selected_brushes);
+ return;
+ }
+ else
+ {
+ g_qeglobals.d_num_move_points = 0;
+ }
+
+ if (selected_brushes.next == &selected_brushes)
+ {
+ //in this case a new brush is created when the dragging
+ //takes place in the XYWnd, An useless undo is created
+ //when the dragging takes place in the CamWnd
+ Undo_Start("create brush");
+
+ Sys_Status("No selection to drag\n", 0);
+ return;
+ }
+
+
+ if (g_qeglobals.d_select_mode == sel_vertex)
+ {
+ SelectVertexByRay (origin, dir);
+ if (g_qeglobals.d_num_move_points)
+ {
+ drag_ok = true;
+ Undo_Start("drag vertex");
+ Undo_AddBrushList(&selected_brushes);
+ return;
+ }
+ }
+
+ if (g_qeglobals.d_select_mode == sel_edge)
+ {
+ SelectEdgeByRay (origin, dir);
+ if (g_qeglobals.d_num_move_points)
+ {
+ drag_ok = true;
+ Undo_Start("drag edge");
+ Undo_AddBrushList(&selected_brushes);
+ return;
+ }
+ }
+
+
+ //
+ // check for direct hit first
+ //
+ t = Test_Ray (origin, dir, true);
+ if (t.selected)
+ {
+ drag_ok = true;
+
+ Undo_Start("drag selection");
+ Undo_AddBrushList(&selected_brushes);
+
+ if (buttons == (MK_LBUTTON|MK_CONTROL) )
+ {
+ Sys_Printf ("Shear dragging face\n");
+ Brush_SelectFaceForDragging (t.brush, t.face, true);
+ }
+ else if (buttons == (MK_LBUTTON|MK_CONTROL|MK_SHIFT) )
+ {
+ Sys_Printf ("Sticky dragging brush\n");
+ for (f=t.brush->brush_faces ; f ; f=f->next)
+ Brush_SelectFaceForDragging (t.brush, f, false);
+ }
+ else
+ Sys_Printf ("Dragging entire selection\n");
+
+ return;
+ }
+
+ if (g_qeglobals.d_select_mode == sel_vertex || g_qeglobals.d_select_mode == sel_edge)
+ return;
+
+ //
+ // check for side hit
+ //
+ // multiple brushes selected?
+ if (selected_brushes.next->next != &selected_brushes)
+ {
+ // yes, special handling
+ bool bOK = (g_PrefsDlg.m_bALTEdge) ? (static_cast<bool>(::GetAsyncKeyState(VK_MENU))) : true;
+ if (bOK)
+ {
+ for (brush_t* pBrush = selected_brushes.next ; pBrush != &selected_brushes ; pBrush = pBrush->next)
+ {
+ if (buttons & MK_CONTROL)
+ Brush_SideSelect (pBrush, origin, dir, true);
+ else
+ Brush_SideSelect (pBrush, origin, dir, false);
+ }
+ }
+ else
+ {
+ Sys_Printf ("press ALT to drag multiple edges\n");
+ return;
+ }
+ }
+ else
+ {
+ // single select.. trying to drag fixed entities handle themselves and just move
+ if (buttons & MK_CONTROL)
+ Brush_SideSelect (selected_brushes.next, origin, dir, true);
+ else
+ Brush_SideSelect (selected_brushes.next, origin, dir, false);
+ }
+
+ Sys_Printf ("Side stretch\n");
+ drag_ok = true;
+
+ Undo_Start("side stretch");
+ Undo_AddBrushList(&selected_brushes);
+}
+
+entity_t *peLink;
+
+void UpdateTarget(vec3_t origin, vec3_t dir)
+{
+ trace_t t;
+ entity_t *pe;
+ int i;
+ char sz[128];
+
+ t = Test_Ray (origin, dir, 0);
+
+ if (!t.brush)
+ return;
+
+ pe = t.brush->owner;
+
+ if (pe == NULL)
+ return;
+
+ // is this the first?
+ if (peLink != NULL)
+ {
+
+ // Get the target id from out current target
+ // if there is no id, make one
+
+ i = IntForKey(pe, "target");
+ if (i <= 0)
+ {
+ i = GetUniqueTargetId(1);
+ sprintf(sz, "%d", i);
+
+ SetKeyValue(pe, "target", sz);
+ }
+
+ // set the target # into our src
+
+ sprintf(sz, "%d", i);
+ SetKeyValue(peLink, "targetname", sz);
+
+ Sys_UpdateWindows(W_ENTITY);
+
+ }
+
+ // promote the target to the src
+
+ peLink = pe;
+
+}
+
+/*
+===========
+Drag_Begin
+//++timo test three button mouse and three button emulation here ?
+===========
+*/
+void Drag_Begin (int x, int y, int buttons,
+ vec3_t xaxis, vec3_t yaxis,
+ vec3_t origin, vec3_t dir)
+{
+ trace_t t;
+ bool altdown;
+
+ drag_ok = false;
+ VectorCopy (vec3_origin, pressdelta);
+ VectorCopy (vec3_origin, vPressStart);
+ drag_first = true;
+ peLink = NULL;
+
+ altdown = static_cast<bool>(::GetAsyncKeyState(VK_MENU));
+
+ // shift-LBUTTON = select entire brush
+ if (buttons == (MK_LBUTTON | MK_SHIFT) && g_qeglobals.d_select_mode != sel_curvepoint &&
+ g_qeglobals.d_select_mode != sel_terrainpoint && g_qeglobals.d_select_mode != sel_terraintexture)
+ {
+ int nFlag = altdown ? SF_CYCLE : 0;
+ if (dir[0] == 0 || dir[1] == 0 || dir[2] == 0) // extremely low chance of this happening from camera
+ Select_Ray (origin, dir, nFlag | SF_ENTITIES_FIRST); // hack for XY
+ else
+ Select_Ray (origin, dir, nFlag);
+ return;
+ }
+
+ // ctrl-alt-LBUTTON = multiple brush select without selecting whole entities
+ if (buttons == (MK_LBUTTON | MK_CONTROL) && altdown && g_qeglobals.d_select_mode != sel_curvepoint &&
+ g_qeglobals.d_select_mode != sel_terrainpoint && g_qeglobals.d_select_mode != sel_terraintexture)
+ {
+ if (dir[0] == 0 || dir[1] == 0 || dir[2] == 0) // extremely low chance of this happening from camera
+ Select_Ray (origin, dir, SF_ENTITIES_FIRST); // hack for XY
+ else
+ Select_Ray (origin, dir, 0);
+ return;
+ }
+
+ // ctrl-shift-LBUTTON = select single face
+ if (buttons == (MK_LBUTTON | MK_CONTROL | MK_SHIFT) && g_qeglobals.d_select_mode != sel_curvepoint &&
+ g_qeglobals.d_select_mode != sel_terrainpoint && g_qeglobals.d_select_mode != sel_terraintexture)
+ {
+ Select_Deselect (!static_cast<bool>(::GetAsyncKeyState(VK_MENU)));
+ Select_Ray (origin, dir, SF_SINGLEFACE);
+ return;
+ }
+
+
+ // LBUTTON + all other modifiers = manipulate selection
+ if (buttons & MK_LBUTTON)
+ {
+ //
+ Drag_Setup (x, y, buttons, xaxis, yaxis, origin, dir);
+ return;
+ }
+
+ int nMouseButton = g_PrefsDlg.m_nMouseButtons == 2 ? MK_RBUTTON : MK_MBUTTON;
+ // middle button = grab texture
+ if (buttons == nMouseButton)
+ {
+ t = Test_Ray (origin, dir, false);
+ if (t.face)
+ {
+ g_qeglobals.d_new_brush_bottom_z = t.brush->mins[2];
+ g_qeglobals.d_new_brush_top_z = t.brush->maxs[2];
+ // use a local brushprimit_texdef fitted to a default 2x2 texture
+ brushprimit_texdef_t bp_local;
+ ConvertTexMatWithQTexture( &t.face->brushprimit_texdef, t.face->d_texture, &bp_local, NULL );
+ Texture_SetTexture ( &t.face->texdef, &bp_local, false, GETPLUGINTEXDEF(t.face));
+ UpdateSurfaceDialog();
+ UpdatePatchInspector();
+ }
+ else
+ Sys_Printf ("Did not select a texture\n");
+ return;
+ }
+
+ // ctrl-middle button = set entire brush to texture
+ if (buttons == (nMouseButton|MK_CONTROL) )
+ {
+ t = Test_Ray (origin, dir, false);
+ if (t.brush)
+ {
+ if (t.brush->brush_faces->texdef.name[0] == '(')
+ Sys_Printf ("Can't change an entity texture\n");
+ else
+ {
+ Brush_SetTexture (t.brush, &g_qeglobals.d_texturewin.texdef, &g_qeglobals.d_texturewin.brushprimit_texdef, false, static_cast<IPluginTexdef *>( g_qeglobals.d_texturewin.pTexdef ) );
+ Sys_UpdateWindows (W_ALL);
+ }
+ }
+ else
+ Sys_Printf ("Didn't hit a btrush\n");
+ return;
+ }
+
+ // ctrl-shift-middle button = set single face to texture
+ if (buttons == (nMouseButton|MK_SHIFT|MK_CONTROL) )
+ {
+ t = Test_Ray (origin, dir, false);
+ if (t.brush)
+ {
+ if (t.brush->brush_faces->texdef.name[0] == '(')
+ Sys_Printf ("Can't change an entity texture\n");
+ else
+ {
+ SetFaceTexdef (t.brush, t.face, &g_qeglobals.d_texturewin.texdef, &g_qeglobals.d_texturewin.brushprimit_texdef);
+ Brush_Build( t.brush );
+ Sys_UpdateWindows (W_ALL);
+ }
+ }
+ else
+ Sys_Printf ("Didn't hit a btrush\n");
+ return;
+ }
+
+ if (buttons == (nMouseButton | MK_SHIFT))
+ {
+ Sys_Printf("Set brush face texture info\n");
+ t = Test_Ray (origin, dir, false);
+ if (t.brush)
+ {
+ if (t.brush->brush_faces->texdef.name[0] == '(')
+ {
+ if (t.brush->owner->eclass->nShowFlags & ECLASS_LIGHT)
+ {
+ CString strBuff;
+ qtexture_t* pTex = Texture_ForName(g_qeglobals.d_texturewin.texdef.name);
+ if (pTex)
+ {
+ vec3_t vColor;
+ VectorCopy(pTex->color, vColor);
+
+ float fLargest = 0.0f;
+ for (int i = 0; i < 3; i++)
+ {
+ if (vColor[i] > fLargest)
+ fLargest = vColor[i];
+ }
+
+ if (fLargest == 0.0f)
+ {
+ vColor[0] = vColor[1] = vColor[2] = 1.0f;
+ }
+ else
+ {
+ float fScale = 1.0f / fLargest;
+ for (int i = 0; i < 3; i++)
+ {
+ vColor[i] *= fScale;
+ }
+ }
+ strBuff.Format("%f %f %f",pTex->color[0], pTex->color[1], pTex->color[2]);
+ SetKeyValue(t.brush->owner, "_color", strBuff.GetBuffer(0));
+ Sys_UpdateWindows (W_ALL);
+ }
+ }
+ else
+ {
+ Sys_Printf ("Can't select an entity brush face\n");
+ }
+ }
+ else
+ {
+ //strcpy(t.face->texdef.name,g_qeglobals.d_texturewin.texdef.name);
+ t.face->texdef.SetName(g_qeglobals.d_texturewin.texdef.name);
+ Brush_Build(t.brush);
+ Sys_UpdateWindows (W_ALL);
+ }
+ }
+ else
+ Sys_Printf ("Didn't hit a brush\n");
+ return;
+ }
+
+}
+
+
+//
+//===========
+//MoveSelection
+//===========
+//
+void MoveSelection (vec3_t move)
+{
+ int i, success;
+ brush_t *b;
+ CString strStatus;
+ vec3_t vTemp, vTemp2, end;
+
+ if (!move[0] && !move[1] && !move[2])
+ return;
+
+ move[0] = (g_nScaleHow & SCALE_X) ? 0 : move[0];
+ move[1] = (g_nScaleHow & SCALE_Y) ? 0 : move[1];
+ move[2] = (g_nScaleHow & SCALE_Z) ? 0 : move[2];
+
+ if (g_pParentWnd->ActiveXY()->RotateMode() || g_bPatchBendMode)
+ {
+ float fDeg = -move[2];
+ float fAdj = move[2];
+ int nAxis = 0;
+ if (g_pParentWnd->ActiveXY()->GetViewType() == XY)
+ {
+ fDeg = -move[1];
+ fAdj = move[1];
+ nAxis = 2;
+ }
+ else
+ if (g_pParentWnd->ActiveXY()->GetViewType() == XZ)
+ {
+ fDeg = move[2];
+ fAdj = move[2];
+ nAxis = 1;
+ }
+ else
+ nAxis = 0;
+
+ g_pParentWnd->ActiveXY()->Rotation()[nAxis] += fAdj;
+ strStatus.Format("%s x:: %.1f y:: %.1f z:: %.1f", (g_bPatchBendMode) ? "Bend angle" : "Rotation", g_pParentWnd->ActiveXY()->Rotation()[0], g_pParentWnd->ActiveXY()->Rotation()[1], g_pParentWnd->ActiveXY()->Rotation()[2]);
+ g_pParentWnd->SetStatusText(2, strStatus);
+
+ if (g_bPatchBendMode)
+ {
+ Patch_SelectBendNormal();
+ Select_RotateAxis(nAxis, fDeg*2, false, true);
+ Patch_SelectBendAxis();
+ Select_RotateAxis(nAxis, fDeg, false, true);
+ }
+ else
+ {
+ Select_RotateAxis(nAxis, fDeg, false, true);
+ }
+ return;
+ }
+
+ if (g_pParentWnd->ActiveXY()->ScaleMode())
+ {
+ vec3_t v;
+ v[0] = v[1] = v[2] = 1.0;
+ if (move[1] > 0)
+ {
+ v[0] = 1.1;
+ v[1] = 1.1;
+ v[2] = 1.1;
+ }
+ else
+ if (move[1] < 0)
+ {
+ v[0] = 0.9;
+ v[1] = 0.9;
+ v[2] = 0.9;
+ }
+
+ Select_Scale((g_nScaleHow & SCALE_X) ? 1.0 : v[0],
+ (g_nScaleHow & SCALE_Y) ? 1.0 : v[1],
+ (g_nScaleHow & SCALE_Z) ? 1.0 : v[2]);
+ Sys_UpdateWindows (W_ALL);
+ return;
+ }
+
+
+ vec3_t vDistance;
+ VectorSubtract(pressdelta, vPressStart, vDistance);
+ strStatus.Format("Distance x: %.1f y: %.1f z: %.1f", vDistance[0], vDistance[1], vDistance[2]);
+ g_pParentWnd->SetStatusText(3, strStatus);
+
+ //
+ // dragging only a part of the selection
+ //
+ //point object selection
+ if (g_qeglobals.d_select_mode == sel_editpoint) {
+ if (g_qeglobals.selectObject) {
+ g_qeglobals.selectObject->updateSelection(move[0], move[1], move[2]);
+ }
+ return;
+ }
+
+
+ // this is fairly crappy way to deal with curvepoint and area selection
+ // but it touches the smallest amount of code this way
+ //
+ if (g_qeglobals.d_num_move_points || g_qeglobals.d_numterrapoints || g_qeglobals.d_select_mode == sel_area)
+ {
+ //area selection
+ if (g_qeglobals.d_select_mode == sel_area)
+ {
+ VectorAdd(g_qeglobals.d_vAreaBR, move, g_qeglobals.d_vAreaBR);
+ return;
+ }
+ //curve point selection
+ if (g_qeglobals.d_select_mode == sel_curvepoint)
+ {
+ Patch_UpdateSelected(move);
+ return;
+ }
+ //terrain point selection
+ if ( ( g_qeglobals.d_select_mode == sel_terrainpoint ) || ( g_qeglobals.d_select_mode == sel_terraintexture ) )
+ {
+ Terrain_UpdateSelected(move);
+ return;
+ }
+
+ //vertex selection
+ if (g_qeglobals.d_select_mode == sel_vertex)
+ {
+ success = true;
+ for (b = selected_brushes.next; b != &selected_brushes; b = b->next)
+ {
+ success &= Brush_MoveVertex(b, g_qeglobals.d_move_points[0], move, end, true);
+ }
+ if (success)
+ VectorCopy(end, g_qeglobals.d_move_points[0]);
+ return;
+ }
+ //all other selection types
+ for (i=0 ; i<g_qeglobals.d_num_move_points ; i++)
+ VectorAdd (g_qeglobals.d_move_points[i], move, g_qeglobals.d_move_points[i]);
+ //VectorScale(move, .5, move);
+ //for (i=0 ; i<g_qeglobals.d_num_move_points2 ; i++)
+ // VectorAdd (g_qeglobals.d_move_points2[i], move, g_qeglobals.d_move_points2[i]);
+ for (b = selected_brushes.next; b != &selected_brushes; b = b->next)
+ {
+ VectorCopy(b->maxs, vTemp);
+ VectorSubtract(vTemp, b->mins, vTemp);
+ Brush_Build( b );
+ for (i=0 ; i<3 ; i++)
+ if (b->mins[i] > b->maxs[i]
+ || b->maxs[i] - b->mins[i] > MAX_BRUSH_SIZE)
+ break; // dragged backwards or fucked up
+ if (i != 3)
+ break;
+ if (b->patchBrush)
+ {
+ VectorCopy(b->maxs, vTemp2);
+ VectorSubtract(vTemp2, b->mins, vTemp2);
+ VectorSubtract(vTemp2, vTemp, vTemp2);
+ //if (!Patch_DragScale(b->nPatchID, vTemp2, move))
+ if (!Patch_DragScale(b->pPatch, vTemp2, move))
+ {
+ b = NULL;
+ break;
+ }
+ }
+
+ if (b->terrainBrush)
+ {
+ VectorCopy(b->maxs, vTemp2);
+ VectorSubtract(vTemp2, b->mins, vTemp2);
+ VectorSubtract(vTemp2, vTemp, vTemp2);
+ if (!Terrain_DragScale(b->pTerrain, vTemp2, move))
+ {
+ b = NULL;
+ break;
+ }
+ }
+ }
+ // if any of the brushes were crushed out of existance
+ // calcel the entire move
+ if (b != &selected_brushes)
+ {
+ Sys_Printf ("Brush dragged backwards, move canceled\n");
+ for (i=0 ; i<g_qeglobals.d_num_move_points ; i++)
+ VectorSubtract (g_qeglobals.d_move_points[i], move, g_qeglobals.d_move_points[i]);
+
+ for (b=selected_brushes.next ; b != &selected_brushes ; b=b->next)
+ Brush_Build( b );
+ }
+
+ }
+ else
+ {
+ // reset face originals from vertex edit mode
+ // this is dirty, but unfortunately necessary because Brush_Build
+ // can remove windings
+ for (b = selected_brushes.next; b != &selected_brushes; b = b->next)
+ {
+ Brush_ResetFaceOriginals(b);
+ }
+ //
+ // if there are lots of brushes selected, just translate instead
+ // of rebuilding the brushes
+ //
+ if (drag_yvec[2] == 0 && selected_brushes.next->next != &selected_brushes)
+ {
+ Select_Move (move);
+ //VectorAdd (g_qeglobals.d_select_translate, move, g_qeglobals.d_select_translate);
+ }
+ else
+ {
+ Select_Move (move);
+ }
+ }
+}
+
+/*
+===========
+Drag_MouseMoved
+===========
+*/
+void Drag_MouseMoved (int x, int y, int buttons)
+{
+ vec3_t move, delta;
+ int i;
+
+ if (!buttons)
+ {
+ drag_ok = false;
+ return;
+ }
+ if (!drag_ok)
+ return;
+
+ // clear along one axis
+ if (buttons & MK_SHIFT)
+ {
+ drag_first = false;
+ if (abs(x-pressx) > abs(y-pressy))
+ y = pressy;
+ else
+ x = pressx;
+ }
+
+
+ for (i=0 ; i<3 ; i++)
+ {
+ move[i] = drag_xvec[i]*(x - pressx) + drag_yvec[i]*(y - pressy);
+ if (!g_PrefsDlg.m_bNoClamp)
+ {
+ move[i] = floor(move[i]/g_qeglobals.d_gridsize+0.5)*g_qeglobals.d_gridsize;
+ }
+ }
+
+ VectorSubtract (move, pressdelta, delta);
+ VectorCopy (move, pressdelta);
+
+ MoveSelection (delta);
+
+}
+
+/*
+===========
+Drag_MouseUp
+===========
+*/
+void Drag_MouseUp (int nButtons)
+{
+ Sys_Status ("drag completed.", 0);
+
+ if (g_qeglobals.d_select_mode == sel_area)
+ {
+ if ( OnlyTerrainSelected() )
+ {
+ Terrain_SelectAreaPoints();
+ g_qeglobals.d_select_mode = sel_terrainpoint;
+ Sys_UpdateWindows (W_ALL);
+ }
+ else
+ {
+ Patch_SelectAreaPoints();
+ g_qeglobals.d_select_mode = sel_curvepoint;
+ Sys_UpdateWindows (W_ALL);
+ }
+ }
+
+ if (g_qeglobals.d_select_translate[0] || g_qeglobals.d_select_translate[1] || g_qeglobals.d_select_translate[2])
+ {
+ Select_Move (g_qeglobals.d_select_translate);
+ VectorCopy (vec3_origin, g_qeglobals.d_select_translate);
+ Sys_UpdateWindows (W_CAMERA);
+ }
+
+ g_pParentWnd->SetStatusText(3, "");
+
+ //
+ Undo_EndBrushList(&selected_brushes);
+ Undo_End();
+}