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Editor.Editor.Pas
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53 lines (44 loc) · 2.21 KB
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{
For now only values I need for the DxEditPlus.
}
unit Editor.Editor;
interface
const
// Editor mode settings.
EM_None = 0; // Gameplay, editor disabled.
EM_ViewportMove = 1; // Move viewport normally.
EM_ViewportZoom = 2; // Move viewport with acceleration.
EM_BrushRotate = 5; // Rotate brush.
EM_BrushSheer = 6; // Sheer brush.
EM_BrushScale = 7; // Scale brush.
EM_BrushStretch = 8; // Stretch brush.
EM_TexturePan = 11; // Pan textures.
EM_TextureRotate = 13; // Rotate textures.
EM_TextureScale = 14; // Scale textures.
EM_BrushSnap = 18; // Brush snap-scale.
EM_TexView = 19; // Viewing textures.
EM_TexBrowser = 20; // Browsing textures.
EM_MeshView = 21; // Viewing mesh.
EM_MeshBrowser = 22; // Browsing mesh.
// Editor callback codes.
EDC_None = 0;
EDC_Browse = 1; // when ... clicked in properties window, open corresponding browser to choose something
EDC_UseCurrent = 2; // when 'Use' button is pressed, assing chosen object?
EDC_CurTexChange = 10; // Change in current texture
EDC_SelPolyChange = 20; // Poly selection set changed
EDC_SelChange = 21; // Selection set changed
EDC_RtClickTexture = 23; // Right clicked on a texture
EDC_RtClickPoly = 24; // Right clicked on a polygon
EDC_RtClickActor = 25; // Right clicked on an actor
EDC_RtClickWindow = 26; // Right clicked on camera window
EDC_RtClickWindowCanAdd= 27; // Right clicked on camera window
EDC_MapChange = 42; // Change in map, bsp
// Bsp poly alignment types for polyTexAlign.
TEXALIGN_Default = 0; // No special alignment (just derive from UV vectors).
TEXALIGN_Floor = 1; // Regular floor (U,V not necessarily axis-aligned).
TEXALIGN_WallDir = 2; // Grade (approximate floor), U,V X-Y axis aligned.
TEXALIGN_WallPan = 3; // Align as wall (V vertical, U horizontal).
TEXALIGN_OneTile = 4; // Align one tile.
TEXALIGN_WallColumn = 5; // Align as wall on column.
implementation
end.