Ejemplo n.º 1
0
// Show texture group window
void EditorUI::menuSettingsTextureGroups()
{
	TexGroupUI texGroupUI (textureGroupHandler, textureHandler);
	textureGroupHandler->Save ((applicationPath+TextureGroupConfig).c_str());

	UpdateTextureGroups();
	InitTexBrowser();
}
Ejemplo n.º 2
0
void EditorUI::uiAddUnitTextures()
{
	// go through all the textures used by the unit
	TextureGroup *cur = GetCurrentTexGroup();
	if (cur && model->root) {
		CollectTextures(model->root, cur->textures);
		InitTexBrowser();
	}
}
Ejemplo n.º 3
0
void EditorUI::SelectTextureGroup (fltk::Widget* /*w*/,void* /*d*/) 
{
	InitTexBrowser ();
}
Ejemplo n.º 4
0
void EditorUI::Initialize ()
{
	optimizeOnLoad=true;

	archives.Load ();

	ilInit ();
	ilutInit();
	ilutRenderer(ILUT_OPENGL);

	callback.ui = this;
	new BackupManager(&callback);
	
	objectViewer = new ObjectView (this, objectTree);
	uiIK = new IK_UI (&callback);
	uiTimeline = new TimelineUI (&callback);
	uiAnimTrackEditor = new AnimTrackEditorUI (&callback, uiTimeline);
	uiRotator = new RotatorUI;
	uiRotator->CreateUI(&callback);
	uiBackupViewer = new BackupViewerUI(&callback);

	tools.SetEditor (&callback);
	tools.camera->button = selectCameraTool;
	tools.move->button = selectMoveTool;
	tools.rotate->button = selectRotateTool;
	tools.scale->button = selectScaleTool;
	tools.texmap->button = selectTextureTool;
	tools.color->button = selectColorTool;
	tools.flip->button = selectFlipTool;
	tools.originMove->button = selectOriginMoveTool;
	tools.rotateTex->button = selectRotateTexTool;
	tools.toggleCurvedPoly->button = selectCurvedPolyTool;
	tools.LoadImages();

	currentTool = tools.GetDefaultTool ();
	modelDrawer = new ModelDrawer;
	model = 0;
	SetModel (new Model);
	UpdateTitle();

	textureHandler = new TextureHandler ();

	for (set<string>::iterator arch=archives.archives.begin();arch!=archives.archives.end();++arch)
		textureHandler->Load (arch->c_str());

	textureGroupHandler = new TextureGroupHandler (textureHandler);
	textureGroupHandler->Load ((applicationPath + TextureGroupConfig).c_str());
	
	UpdateTextureGroups();
	InitTexBrowser();

	uiMapping = new MappingUI (&callback);
	uiTexBuilder = new TexBuilderUI (0,0);

	LoadSettings();

	// create 4 views if no views were specified in the config (ie: there was no config)
	if (!viewsGroup->children()) {
		viewsGroup->begin();

		EditorViewWindow *views[4];
		int vw = viewsGroup->w ();
		int vh = viewsGroup->h ();

		for (int a=0;a<4;a++)
		{
			int Xofs=(a&1)*vw/2;
			int Yofs=(a&2)*vh/4;
			int W=vw/2;
			int H=vh/2;
			if (Xofs) W = vw-Xofs;
			if (Yofs) H = vh-Yofs;
			views[a]=new EditorViewWindow (Xofs, Yofs, W,H, &callback);
			views[a]->SetMode(a);
			views[a]->bDrawRadius = false;
		}
		views[3]->rendermode = M3D_TEX;

		viewsGroup->end();
	}

	BACKUP_POINT("New model");
}
Ejemplo n.º 5
0
void EditorUI::SelectTextureGroup (fltk::Widget *w,void *d)
{
    InitTexBrowser ();
}