menus...
* view->show: toggle crosshair, size, grid are check menu items * view->show: +Show Light Radiuses toggle * view->show->show stats makes effect immediately * view->show fix: check menu items are sensitive to changing options via shortcuts misc... * option to disable main toolbar * removed bobtoolz caulk selection button; filterbar one does the job better * filterbar: + region set selected button; rightclick = region off * filterbar: + hide selected button; rightclick = show hidden * SelectionSystem option: prefer point entities in 2D views (def = yes) * filterbar: indicate region, hide states by buttons states * fix: region compiles (run build with region enabled = compile regioned part only) * solid selection boxes by default (m_bNoStipple) * always use stipple for stuff behind stuff in 3d (was dependent on m_bNoStipple) * del unused ChooseSmallGridMajorColor ChooseSmallGridMinorColor preferences pipeline * fix: Active View Name and Outline... Clipper... colors saving * fix: ChooseCameraSelectedBrushColor changes the color (requires restart) * fix: ChooseSelectedBrushColor preference saving (requires restart) * fix rubberband selector appearence in 2D with 'show window outline' option enabled * multiple projections layouts: activate a projection on zoom * multiple projections layouts: added wnds updates to correctly indicate active projection (via wnd outline and projection name) * draw projection name is independent from show coordinates option * multiple projections layouts: greyscale axes in inactive views * 'show coordinates' is disabled by default * quick (hacky) method to render things, indicating viewport being active or not (axes, view name, wnd outline)
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@@ -705,12 +705,21 @@ void Select_FitTexture( float horizontal, float vertical ){
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SceneChangeNotify();
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}
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#include "commands.h"
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#include "dialog.h"
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inline void hide_node( scene::Node& node, bool hide ){
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hide
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? node.enable( scene::Node::eHidden )
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: node.disable( scene::Node::eHidden );
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}
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bool g_nodes_be_hidden = false;
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BoolExportCaller g_hidden_caller( g_nodes_be_hidden );
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ToggleItem g_hidden_item( g_hidden_caller );
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class HideSelectedWalker : public scene::Graph::Walker
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{
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bool m_hide;
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@@ -722,6 +731,7 @@ bool pre( const scene::Path& path, scene::Instance& instance ) const {
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Selectable* selectable = Instance_getSelectable( instance );
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if ( selectable != 0
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&& selectable->isSelected() ) {
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g_nodes_be_hidden = m_hide;
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hide_node( path.top(), m_hide );
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}
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return true;
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@@ -740,6 +750,7 @@ void Select_Hide(){
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void HideSelected(){
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Select_Hide();
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GlobalSelectionSystem().setSelectedAll( false );
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g_hidden_item.update();
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}
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@@ -763,6 +774,13 @@ void Scene_Hide_All( bool hide ){
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void Select_ShowAllHidden(){
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Scene_Hide_All( false );
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SceneChangeNotify();
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g_nodes_be_hidden = false;
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g_hidden_item.update();
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}
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void Hide_registerCommands(){
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GlobalCommands_insert( "ShowHidden", FreeCaller<Select_ShowAllHidden>(), Accelerator( 'H', (GdkModifierType)GDK_SHIFT_MASK ) );
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GlobalToggles_insert( "HideSelected", FreeCaller<HideSelected>(), ToggleItem::AddCallbackCaller( g_hidden_item ), Accelerator( 'H' ) );
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}
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