int texpage_goto_metals() { TexturePage=TextureMetals/TMAPS_PER_PAGE; texpage_redraw(); return 1; }
void texpage_init( UI_WINDOW * win ) { int i; ui_add_gadget_button( win, TMAPCURBOX_X + 00, TMAPCURBOX_Y - 24, 30, 20, "<<", texpage_goto_prev ); ui_add_gadget_button( win, TMAPCURBOX_X + 32, TMAPCURBOX_Y - 24, 30, 20, ">>", texpage_goto_next ); ui_add_gadget_button( win, TMAPCURBOX_X + 00, TMAPCURBOX_Y - 48, 15, 20, "T", texpage_goto_first ); ui_add_gadget_button( win, TMAPCURBOX_X + 17, TMAPCURBOX_Y - 48, 15, 20, "M", texpage_goto_metals ); ui_add_gadget_button( win, TMAPCURBOX_X + 34, TMAPCURBOX_Y - 48, 15, 20, "L", texpage_goto_lights ); ui_add_gadget_button( win, TMAPCURBOX_X + 51, TMAPCURBOX_Y - 48, 15, 20, "E", texpage_goto_effects ); for (i=0;i<TMAPS_PER_PAGE;i++) TmapBox[i] = ui_add_gadget_userbox( win, TMAPBOX_X + (i/3)*(2+TMAPBOX_W), TMAPBOX_Y + (i%3)*(2+TMAPBOX_H), TMAPBOX_W, TMAPBOX_H); TmapCurrent = ui_add_gadget_userbox( win, TMAPCURBOX_X, TMAPCURBOX_Y, 64, 64 ); TmapnameCanvas = gr_create_sub_canvas(&grd_curscreen->sc_canvas, TMAPCURBOX_X , TMAPCURBOX_Y + TMAPBOX_H + 10, 100, 20); gr_set_current_canvas( TmapnameCanvas ); gr_set_curfont( ui_small_font ); gr_set_fontcolor( CBLACK, CWHITE ); texpage_redraw(); // Don't reset the current tmap every time we go back to the editor. // CurrentTmap = TexturePage*TMAPS_PER_PAGE; // CurrentTexture = TmapList[CurrentTmap]; texpage_show_current(); }
static int texpage_goto_next() { if ((TexturePage+1)*TMAPS_PER_PAGE < Num_tmaps ) { TexturePage++; texpage_redraw(); } return 1; }
static int texpage_goto_prev() { if (TexturePage > 0) { TexturePage--; texpage_redraw(); } return 1; }
//NOTE: this code takes the texture map number, not this index in the //list of available textures. There are different if there are holes in //the list int texpage_grab_current(int n) { if ((n < 0) || (n >= NumTextures)) return 0; CurrentTexture = n; TexturePage = CurrentTexture / TMAPS_PER_PAGE; if (TexturePage*TMAPS_PER_PAGE < NumTextures) texpage_redraw(); texpage_show_current(); return 1; }
//NOTE: this code takes the texture map number, not this index in the //list of available textures. There are different if there are holes in //the list int texpage_grab_current(int n) { int i; if ( (n<0) || ( n>= Num_tmaps) ) return 0; CurrentTexture = n; for (i=0;i<Num_tmaps;i++) if (TmapList[i] == n) { CurrentTmap = i; break; } Assert(i!=Num_tmaps); TexturePage = CurrentTmap / TMAPS_PER_PAGE; if (TexturePage*TMAPS_PER_PAGE < Num_tmaps ) texpage_redraw(); texpage_show_current(); return 1; }
int texpage_goto_effects() { TexturePage=TextureEffects/TMAPS_PER_PAGE; texpage_redraw(); return 1; }
// Goto lights (paste ons) int texpage_goto_lights() { TexturePage=TextureLights/TMAPS_PER_PAGE; texpage_redraw(); return 1; }
int texpage_goto_first() { TexturePage=0; texpage_redraw(); return 1; }