Exemple #1
0
void Entity_setColour()
{
  if(GlobalSelectionSystem().countSelected() != 0)
  {
    const scene::Path& path = GlobalSelectionSystem().ultimateSelected().path();
    Entity* entity = Node_getEntity(path.top());
    if(entity != 0)
    {
      const char* strColor = entity->getKeyValue("_color");
      if(!string_empty(strColor))
      {
        Vector3 rgb;
        if (string_parse_vector3(strColor, rgb))
        {
          g_entity_globals.color_entity = rgb;
        }
      }

      if(g_pGameDescription->mGameType == "doom3"
        ? color_dialog(GTK_WIDGET(MainFrame_getWindow()), g_entity_globals.color_entity)
        : DoNormalisedColor(g_entity_globals.color_entity))
      {
        char buffer[128];
        sprintf(buffer, "%g %g %g", g_entity_globals.color_entity[0],
                g_entity_globals.color_entity[1],
                g_entity_globals.color_entity[2]);

        Scene_EntitySetKeyValue_Selected("_color", buffer);
      }
    }
  }
}
Exemple #2
0
void Entity_setColour(){
	if ( GlobalSelectionSystem().countSelected() != 0 ) {
		const scene::Path& path = GlobalSelectionSystem().ultimateSelected().path();
		Entity* entity = Node_getEntity( path.top() );

		if( entity == 0 && path.size() == 3 ){
			entity = Node_getEntity( path.parent() );
		}

		if ( entity != 0 ) {
			const char* strColor = entity->getKeyValue( "_color" );
			if ( !string_empty( strColor ) ) {
				Vector3 rgb;
				if ( string_parse_vector3( strColor, rgb ) ) {
					g_entity_globals.color_entity = rgb;
				}
			}
			if ( color_dialog( GTK_WIDGET( MainFrame_getWindow() ), g_entity_globals.color_entity ) ) {
				char buffer[128];
				sprintf( buffer, "%g %g %g", g_entity_globals.color_entity[0],
						 g_entity_globals.color_entity[1],
						 g_entity_globals.color_entity[2] );

				StringOutputStream command( 256 );
				command << "entitySetColour " << buffer;
				UndoableCommand undo( command.c_str() );
				Scene_EntitySetKeyValue_Selected( "_color", buffer );
			}
		}
	}
}
Exemple #3
0
void Entity_normalizeColor(){
	if ( GlobalSelectionSystem().countSelected() != 0 ) {
		const scene::Path& path = GlobalSelectionSystem().ultimateSelected().path();
		Entity* entity = Node_getEntity( path.top() );

		if ( entity != 0 ) {
			const char* strColor = entity->getKeyValue( "_color" );
			if ( !string_empty( strColor ) ) {
				Vector3 rgb;
				if ( string_parse_vector3( strColor, rgb ) ) {
					g_entity_globals.color_entity = rgb;
					NormalizeColor( g_entity_globals.color_entity );

					char buffer[128];
					sprintf( buffer, "%g %g %g", g_entity_globals.color_entity[0],
							 g_entity_globals.color_entity[1],
							 g_entity_globals.color_entity[2] );

					Scene_EntitySetKeyValue_Selected( "_color", buffer );
				}
			}
		}
	}
}