/* =========================================================================== 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 =========================================================================== */ //----------------------------------------------------------------------------- // // $LogFile$ // $Revision: 1.1.1.4.2.1 $ // $Author: ttimo $ // $Date: 2000/02/04 22:59:34 $ // $log$ // Revision 1.1.1.3 1999/12/29 18:31:26 TBesset // Q3Radiant public version // // Revision 1.2 1999/11/22 17:46:45 Timo & Christine // merged EARadiant into the main tree // bug fixes for Q3Plugin / EAPlugin // export for Robert // // Revision 1.1.4.1 1999/11/03 20:37:59 Timo & Christine // MEAN plugin for Q3Radiant, alpha version // // Revision 1.1.2.1 1999/10/27 08:34:26 Timo & Christine // preview version of the texture tools plugin is ready // ( TexTool.dll plugin is in Q3Plugin module ) // plugins can draw in their own window using Radiant's qgl bindings // // // DESCRIPTION: // Quick interface hack for selected face interface // this one really needs more work, but I'm in a hurry with TexTool #include "stdafx.h" // stores objects that want to be hooked into drawing in the XY window //++timo TODO: add support for camera view, Z view ... (texture view?) CPtrArray l_GLWindows; int WINAPI QERApp_ISelectedFace_GetTextureNumber() { if (g_ptrSelectedFaces.GetSize() > 0) { face_t *selFace = reinterpret_cast(g_ptrSelectedFaces.GetAt(0)); return selFace->d_texture->texture_number; } //++timo hu ? find the appropriate gl bind number return 0; } void WINAPI QERApp_HookXYGLWindow(IGLWindow* pGLW) { l_GLWindows.Add( pGLW ); pGLW->IncRef(); } void WINAPI QERApp_UnHookGLWindow(IGLWindow* pGLW) { for( int i = 0; i < l_GLWindows.GetSize(); i++ ) { if (l_GLWindows.GetAt(i) == pGLW) { l_GLWindows.RemoveAt(i); pGLW->DecRef(); return; } } #ifdef _DEBUG Sys_Printf("ERROR: IGLWindow* not found in QERApp_UnHookGLWindow\n"); #endif } void DrawPluginEntities( VIEWTYPE vt ) { for(int i = 0; i(l_GLWindows.GetAt(i))->Draw( vt ); }