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https://github.com/id-Software/Quake-2-Tools.git
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The Quake 2 tools as originally released under the GPL license.
This commit is contained in:
414
texpaint/win_cam.c
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414
texpaint/win_cam.c
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/*
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===========================================================================
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Copyright (C) 1997-2006 Id Software, Inc.
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This file is part of Quake 2 Tools source code.
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Quake 2 Tools source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake 2 Tools source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake 2 Tools source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "texpaint.h"
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#define CAMERA_WINDOW_CLASS "TPCamera"
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HDC camdc;
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HGLRC baseRC;
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float pitch, yaw, roll;
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qboolean model_lines = false;
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float cam_x, cam_y=-64, cam_z=32;
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int cam_width, cam_height;
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BINDTEXFUNCPTR BindTextureEXT;
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void InitIndexTexture (void)
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{
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int i;
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BindTextureEXT (GL_TEXTURE_2D, TEXTURE_INDEX);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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for (i=0 ; i<sizeof(index_texture)/4 ; i++)
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index_texture[i] = i+1;
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glTexImage2D (GL_TEXTURE_2D, 0, 3, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, index_texture);
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BindTextureEXT (GL_TEXTURE_2D, TEXTURE_SKIN);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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}
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void CreateDisplaylist (void)
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{
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}
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void DrawModel (void)
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{
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int i, j;
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glColor4f (1,1,1,1);
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glBegin (GL_TRIANGLES);
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for (i=0 ; i<numfaces ; i++)
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{
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for (j=0 ; j<3 ; j++)
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{
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glTexCoord2f (tmcoords[i][j][0], tmcoords[i][j][1]);
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glVertex3fv (faces[i].verts[j]);
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}
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}
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glEnd ();
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}
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/*
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=============
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Cam_Click
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=============
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*/
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int cam_last_index;
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void Cam_Click (int x, int y, qboolean shift)
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{
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int index;
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index = 0;
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glReadBuffer (GL_BACK);
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glReadPixels (x, y, 1,1, GL_RGB, GL_UNSIGNED_BYTE, &index);
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index--;
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if (index == -1)
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return;
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if (index >= width2*height2)
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return;
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if (index == cam_last_index)
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return; // in same pixel
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cam_last_index = index;
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if (shift)
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{
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Pal_SetIndex (pic[index]);
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return;
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}
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SetSkin (index, selected_rgb);
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UpdateWindow (camerawindow);
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}
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void Cam_DrawSetup (void)
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{
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glViewport (0,0,cam_width, cam_height);
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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gluPerspective (90, (float)cam_width/cam_height, 2, 1024);
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gluLookAt (cam_x, cam_y, cam_z, cam_x, cam_y+1, cam_z, 0, 0, 1);
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glRotated (-roll*0.3, 0, 1, 0);
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glRotated (-pitch*0.3, 1, 0, 0);
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glRotated (yaw*0.3, 0, 0, 1);
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glMatrixMode (GL_MODELVIEW);
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glLoadIdentity ();
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glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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glEnable (GL_DEPTH_TEST);
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glEnable (GL_CULL_FACE);
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glEnable (GL_TEXTURE_2D);
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glCullFace (GL_FRONT);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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void Cam_Draw (void)
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{
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if (!cam_width || !cam_height)
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return;
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glClearColor (0.3,0.3,0.3,1);
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Cam_DrawSetup ();
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BindTextureEXT (GL_TEXTURE_2D, TEXTURE_SKIN);
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DrawModel ();
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if (model_lines)
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{
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glDisable (GL_TEXTURE_2D);
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glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
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glDepthFunc (GL_LEQUAL);
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glDepthRange (0, 0.999); // nudge depth to avoid dropouts
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DrawModel ();
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glDepthRange (0, 1);
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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glEnable (GL_TEXTURE_2D);
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}
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SwapBuffers(camdc);
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// now fill the back buffer with the index texture
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glClearColor (0,0,0,0);
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glClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
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BindTextureEXT (GL_TEXTURE_2D, TEXTURE_INDEX);
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DrawModel ();
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BindTextureEXT (GL_TEXTURE_2D, TEXTURE_SKIN);
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}
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/*
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============
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CameraWndProc
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============
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*/
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LONG WINAPI WCam_WndProc (
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HWND hWnd,
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UINT uMsg,
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WPARAM wParam,
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LPARAM lParam)
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{
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LONG lRet = 1;
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int fwKeys, xPos, yPos;
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RECT rect;
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static int oldx, oldy;
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POINT pt;
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GetClientRect(hWnd, &rect);
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cam_width = rect.right-rect.left;
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cam_height = rect.bottom-rect.top;
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switch (uMsg)
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{
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case WM_CREATE:
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camdc = GetDC(hWnd);
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bSetupPixelFormat(camdc);
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baseRC = wglCreateContext( camdc );
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if (!baseRC)
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Sys_Error ("wglCreateContext failed");
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if (!wglMakeCurrent( camdc, baseRC ))
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Sys_Error ("wglMakeCurrent failed");
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BindTextureEXT = (void *)wglGetProcAddress((LPCSTR) "glBindTextureEXT");
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if (!BindTextureEXT)
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Sys_Error ("GetProcAddress for BindTextureEXT failed");
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break;
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case WM_PAINT:
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{
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PAINTSTRUCT ps;
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BeginPaint(hWnd, &ps);
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if (!wglMakeCurrent( camdc, baseRC ))
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Sys_Error ("wglMakeCurrent failed");
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Cam_Draw ();
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EndPaint(hWnd, &ps);
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}
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break;
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case WM_MBUTTONDOWN:
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case WM_RBUTTONDOWN:
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if (GetTopWindow(mainwindow) != hWnd)
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BringWindowToTop(hWnd);
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SetFocus (camerawindow);
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SetCapture (camerawindow);
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GetCursorPos (&pt);
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xPos = pt.x;
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yPos = pt.y;
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oldx = xPos;
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oldy = yPos;
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break;
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case WM_LBUTTONDOWN:
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cam_last_index = -1;
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draw:
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if (GetTopWindow(mainwindow) != hWnd)
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BringWindowToTop(hWnd);
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SetFocus (camerawindow);
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SetCapture (camerawindow);
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fwKeys = wParam; // key flags
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xPos = (short)LOWORD(lParam); // horizontal position of cursor
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yPos = (short)HIWORD(lParam); // vertical position of cursor
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yPos = (int)rect.bottom - 1 - yPos;
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if (!wglMakeCurrent( camdc, baseRC ))
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Sys_Error ("wglMakeCurrent failed");
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Cam_Click (xPos, yPos, !!(wParam&(MK_SHIFT|MK_CONTROL)) );
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// Cam_MouseDown (xPos, yPos, fwKeys);
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break;
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case WM_MBUTTONUP:
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case WM_RBUTTONUP:
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case WM_LBUTTONUP:
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if (! (wParam & (MK_LBUTTON|MK_RBUTTON|MK_MBUTTON)))
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ReleaseCapture ();
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break;
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case WM_MOUSEMOVE:
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{
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int dx, dy;
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if (wParam & MK_LBUTTON)
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goto draw;
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GetCursorPos (&pt);
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xPos = pt.x;
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yPos = pt.y;
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if (!(wParam & (MK_RBUTTON|MK_MBUTTON)))
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{
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oldx = xPos;
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oldy = yPos;
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break;
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}
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dx = xPos-oldx;
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dy = oldy-yPos;
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if (!dx && !dy)
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break;
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SetCursorPos (oldx, oldy);
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if (wParam == (MK_RBUTTON|MK_CONTROL) )
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{
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if (abs(dx) > abs(dy))
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cam_y -= 0.1*dx;
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else
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cam_y -= 0.1*dy;
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InvalidateRect (camerawindow, NULL, false);
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}
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if (wParam == MK_RBUTTON)
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{
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cam_x -= 0.1*dx;
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cam_z -= 0.1*dy;
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InvalidateRect (camerawindow, NULL, false);
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}
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if (wParam == (MK_MBUTTON|MK_CONTROL) )
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{
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if (abs(dx) > abs(dy))
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roll -= dx;
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else
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roll -= dy;
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InvalidateRect (camerawindow, NULL, false);
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}
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if (wParam == MK_MBUTTON)
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{
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yaw += dx;
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pitch += dy;
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InvalidateRect (camerawindow, NULL, false);
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}
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}
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break;
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case WM_SIZE:
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// camera.width = rect.right;
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// camera.height = rect.bottom;
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InvalidateRect(camerawindow, NULL, false);
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break;
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case WM_NCCALCSIZE:// don't let windows copy pixels
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lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
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return WVR_REDRAW;
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case WM_CLOSE:
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/* call destroy window to cleanup and go away */
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DestroyWindow (hWnd);
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break;
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case WM_DESTROY:
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{
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HGLRC hRC;
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HDC hDC;
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/* release and free the device context and rendering context */
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hRC = wglGetCurrentContext();
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hDC = wglGetCurrentDC();
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wglMakeCurrent(NULL, NULL);
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if (hRC)
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wglDeleteContext(hRC);
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if (hDC)
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ReleaseDC(hWnd, hDC);
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}
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break;
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default:
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/* pass all unhandled messages to DefWindowProc */
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lRet = DefWindowProc (hWnd, uMsg, wParam, lParam);
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break;
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}
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/* return 1 if handled message, 0 if not */
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return lRet;
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}
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/*
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==============
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WCam_Register
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==============
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*/
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void WCam_Register (HINSTANCE hInstance)
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{
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WNDCLASS wc;
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/* Register the camera class */
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memset (&wc, 0, sizeof(wc));
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wc.style = 0;
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wc.lpfnWndProc = (WNDPROC)WCam_WndProc;
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wc.cbClsExtra = 0;
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wc.cbWndExtra = 0;
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wc.hInstance = hInstance;
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wc.hIcon = 0;
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wc.hCursor = LoadCursor (NULL,IDC_ARROW);
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wc.hbrBackground = NULL;
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wc.lpszMenuName = 0;
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wc.lpszClassName = CAMERA_WINDOW_CLASS;
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if (!RegisterClass (&wc) )
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Sys_Error ("WCam_Register: failed");
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}
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void WCam_Create (HINSTANCE hInstance)
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{
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WCam_Register (hInstance);
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camerawindow = CreateWindow (CAMERA_WINDOW_CLASS ,
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"Camera View",
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QE3_STYLE,
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0,
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0,
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(int)(screen_width*0.5),
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(int)(screen_height-20), // size
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mainwindow, // parent window
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0, // no menu
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hInstance,
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0);
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if (!camerawindow)
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Sys_Error ("Couldn't create camerawindow");
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RestoreWindowState(camerawindow, "camerawindow");
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ShowWindow (camerawindow, SW_SHOWDEFAULT);
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}
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Reference in New Issue
Block a user