* fixed a lot of compiler warnings (mostly const char * stuff and use of uninitialized data)
* add support for translating radiant (just marked three strings, more to come) git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@264 8a3a26a2-13c4-0310-b231-cf6edde360e5
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@@ -33,14 +33,15 @@ Clean up texture menu.
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*/
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#ifdef _WIN32
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//#include <gdk/win32/gdkwin32.h>
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#include <gdk/gdkwin32.h>
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//#include <gdk/win32/gdkwin32.h>
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#include <gdk/gdkwin32.h>
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#endif
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#if defined (__linux__) || defined (__APPLE__)
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#include <gdk/gdkx.h>
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#include <dirent.h>
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#endif
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#include <gtk/gtk.h>
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#include <glib/gi18n.h>
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#include <assert.h>
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#include <sys/stat.h>
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#include "stdafx.h"
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@@ -521,10 +522,10 @@ void BuildShaderList()
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{
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GSList *tmp;
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bool found = false;
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// each token should be a shader filename
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sprintf(dirstring, "%s.shader", token);
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for (tmp = l_shaderfiles; tmp != NULL; tmp = tmp->next)
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{
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if (!strcmp (dirstring, (char*)tmp->data))
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@@ -534,7 +535,7 @@ void BuildShaderList()
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break;
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}
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}
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if (!found)
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{
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l_shaderfiles = g_slist_append (l_shaderfiles, strdup (dirstring));
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@@ -570,9 +571,6 @@ void FillTextureMenu (GSList** pArray)
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GSList *texdirs_tmp = NULL;
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GSList *p;
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char dirRoot[NAME_MAX];
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// this is an index used to count the number of texture items (for splitting/avoiding to get out of window)
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// we start with a != 0 value to compensate for the initial number of items in the texture menu
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int nMenuCount = 12;
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// delete everything
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menu = GTK_WIDGET (g_object_get_data (G_OBJECT (g_qeglobals_gui.d_main_window), "menu_textures"));
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@@ -763,11 +761,11 @@ void Texture_ShowDirectory ()
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// if a texture is already in use to represent a shader, ignore it
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// need this function "GSList *lst SynapseServer::GetMinorList(char *major_name);"
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sprintf (dirstring, "textures/%s", texture_directory);
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g_ImageManager.BeginExtensionsScan();
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const char* ext;
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while(ext=g_ImageManager.GetNextExtension())
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while((ext=g_ImageManager.GetNextExtension()) != NULL)
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{
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files = g_slist_concat(files, vfsGetFileList (dirstring, ext));
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}
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@@ -863,9 +861,9 @@ void Texture_ResetPosition()
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q = current_texture;
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// if the current texture never found (because // 'show shaders' is off,
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// for example), do nothing
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if (!q)
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if (!q)
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break;
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int nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
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// we have found when texdef->name and the shader name match
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// NOTE: as everywhere else for our comparisons, we are not case sensitive
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@@ -877,7 +875,7 @@ void Texture_ResetPosition()
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break;
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}
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// if the bottom of our selected texture will fit with origin 0, use that
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// to prevent scrolling uglyness (stuff scrolled off screen when
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// to prevent scrolling uglyness (stuff scrolled off screen when
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// everything would fit)
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if ( -(y -nHeight-2*FONT_HEIGHT) < g_qeglobals.d_texturewin.height) {
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g_qeglobals.d_texturewin.originy = 0;
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@@ -1372,7 +1370,7 @@ void SelectTexture (int mx, int my, bool bShift, bool bFitScale)
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return;
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}
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}
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Sys_Status("Did not select a texture", 0);
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}
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