Пример #1
0
void Scene_BrushGetShader_Component_Selected(scene::Graph& graph, CopiedString& shader)
{
#if 1
  if(!g_SelectedFaceInstances.empty())
  {
    FaceInstance& faceInstance = g_SelectedFaceInstances.last();
    shader = faceInstance.getFace().getShader().getShader();
  }
#else
  FaceGetShaderVisitor visitor(shader);
  Scene_ForEachSelectedBrushFace(graph, visitor);
#endif
}
Пример #2
0
void Scene_BrushGetTexdef_Component_Selected(scene::Graph& graph, TextureProjection& projection)
{
#if 1
  if(!g_SelectedFaceInstances.empty())
  {
    FaceInstance& faceInstance = g_SelectedFaceInstances.last();
    FaceTexdef_getTexdef(faceInstance.getFace().getTexdef(), projection);
  }
#else
  FaceGetTexdefVisitor visitor(projection);
  Scene_ForEachSelectedBrushFace(graph, visitor);
#endif
}
Пример #3
0
void Scene_BrushGetFlags_Component_Selected(scene::Graph& graph, ContentsFlagsValue& flags)
{
#if 1
  if(!g_SelectedFaceInstances.empty())
  {
    FaceInstance& faceInstance = g_SelectedFaceInstances.last();
    FaceShader_getFlags(faceInstance.getFace().getShader(), flags);
  }
#else
  FaceGetFlagsVisitor visitor(flags);
  Scene_ForEachSelectedBrushFace(graph, visitor);
#endif
}
Пример #4
0
	void Terrain::generateTerrainDefinitionsForTextures ()
	{
		if (!GlobalSelectionSystem().areFacesSelected()) {
			gtkutil::infoDialog(_("No faces selected"));
			return;
		}

		std::stringstream os;
		Scene_ForEachSelectedBrushFace(GenerateTerrainForFaces(os, this));
		const std::string& newTerrainDefinitions = os.str();
		if (newTerrainDefinitions.empty()) {
			showTerrainDefinitionForTexture();
		} else {
			ui::UFOScriptEditor editor("ufos/terrain.ufo", newTerrainDefinitions);
			editor.show();
		}
	}
Пример #5
0
void Scene_BrushFlipTexture_Component_Selected(unsigned int flipAxis) {
	Scene_ForEachSelectedBrushFace(GlobalSceneGraph(), FaceTextureFlipper(flipAxis));
}
Пример #6
0
void Scene_BrushSetShader_Component_Selected(scene::Graph& graph, const std::string& name)
{
  Scene_ForEachSelectedBrushFace(graph, FaceSetShader(name));
  SceneChangeNotify();
}
Пример #7
0
void Scene_BrushFindReplaceShader_Component_Selected(scene::Graph& graph, const char* find, const char* replace)
{
  FaceFindReplaceShaderVisitor visitor(find, replace);
  Scene_ForEachSelectedBrushFace(graph, visitor);
}
Пример #8
0
void Scene_BrushFitTexture_Component_Selected(scene::Graph& graph, float s_repeat, float t_repeat)
{
  FaceFitTextureVisitor visitor(s_repeat, t_repeat);
  Scene_ForEachSelectedBrushFace(graph, visitor);
  SceneChangeNotify();
}
Пример #9
0
void Scene_BrushSetShader_Component_Selected(scene::Graph& graph, const char* name)
{
  FaceSetShaderVisitor visitor(name);
  Scene_ForEachSelectedBrushFace(graph, visitor);
  SceneChangeNotify();
}
Пример #10
0
void Scene_BrushRotateTexdef_Component_Selected(scene::Graph& graph, float angle)
{
  FaceRotateTexdefVisitor visitor(angle);
  Scene_ForEachSelectedBrushFace(graph, visitor);
  SceneChangeNotify();
}
Пример #11
0
void Scene_BrushScaleTexdef_Component_Selected(scene::Graph& graph, float s, float t)
{
  FaceScaleTexdefVisitor visitor(s, t);
  Scene_ForEachSelectedBrushFace(graph, visitor);
  SceneChangeNotify();
}
Пример #12
0
void Scene_BrushSetFlags_Component_Selected(scene::Graph& graph, const ContentsFlagsValue& flags)
{
  FaceSetFlagsVisitor visitor(flags);
  Scene_ForEachSelectedBrushFace(graph, visitor);
  SceneChangeNotify();
}
Пример #13
0
void Scene_BrushSetTexdef_Component_Selected(scene::Graph& graph, const TextureProjection& projection)
{
  FaceSetTexdefVisitor visitor(projection);
  Scene_ForEachSelectedBrushFace(graph, visitor);
  SceneChangeNotify();
}