├── .github ├── ISSUE_TEMPLATE │ ├── bug_report.md │ └── feature_request.md └── workflows │ ├── linux.yml │ ├── macos.yml │ └── win_msvc.yml ├── .gitignore ├── COPYING.txt ├── Changelog.md ├── Configuration.md ├── README.md ├── base ├── default.cfg ├── gamepad-d3xp.cfg └── gamepad.cfg ├── dist ├── linux │ └── share │ │ ├── applications │ │ ├── org.dhewm3.Dhewm3.d3xp.desktop │ │ └── org.dhewm3.Dhewm3.desktop │ │ ├── icons │ │ └── hicolor │ │ │ ├── 128x128 │ │ │ └── apps │ │ │ │ └── org.dhewm3.Dhewm3.png │ │ │ ├── 256x256 │ │ │ └── apps │ │ │ │ └── org.dhewm3.Dhewm3.png │ │ │ └── scalable │ │ │ └── apps │ │ │ └── org.dhewm3.Dhewm3.svg │ │ └── metainfo │ │ └── org.dhewm3.Dhewm3.metainfo.xml ├── macosx │ └── todo └── windows │ └── todo ├── docs ├── GUIs.md └── img │ ├── d3gui-cst-bl-high.svg │ ├── d3gui-cst-center-high.png │ ├── d3gui-cst-center-wide.png │ ├── d3gui-cst-cl-high.svg │ ├── d3gui-cst-left-high.png │ ├── d3gui-cst-left-wide.png │ ├── d3gui-cst-tc-wide.svg │ ├── d3gui-cst-tl-43.png │ ├── d3gui-cst-tl-high.png │ ├── d3gui-cst-tl-high.svg │ ├── d3gui-cst-tl-wide.png │ ├── d3gui-cst-tl-wide.svg │ ├── d3gui-cst-top-43.png │ ├── d3gui-cst-top-high.png │ ├── d3gui-cst-top-higher.png │ ├── d3gui-cst-top-wide.png │ ├── d3gui-cst-tr-wide.svg │ ├── d3gui-example-16_9-letterbox.png │ ├── d3gui-example-16_9.png │ └── d3gui-example-4_3.png └── neo ├── CMakeLists.txt ├── MayaImport ├── exporter.h ├── maya_main.cpp ├── maya_main.h └── mayaimport.def ├── TypeInfo ├── TypeInfoGen.cpp ├── TypeInfoGen.h └── main.cpp ├── cm ├── CollisionModel.h ├── CollisionModel_contacts.cpp ├── CollisionModel_contents.cpp ├── CollisionModel_debug.cpp ├── CollisionModel_files.cpp ├── CollisionModel_load.cpp ├── CollisionModel_local.h ├── CollisionModel_rotate.cpp ├── CollisionModel_trace.cpp └── CollisionModel_translate.cpp ├── config.h.in ├── d3xp ├── AF.cpp ├── AF.h ├── AFEntity.cpp ├── AFEntity.h ├── Actor.cpp ├── Actor.h ├── BrittleFracture.cpp ├── BrittleFracture.h ├── Camera.cpp ├── Camera.h ├── EndLevel.cpp ├── EndLevel.h ├── Entity.cpp ├── Entity.h ├── Fx.cpp ├── Fx.h ├── GameBase.h ├── GameEdit.cpp ├── GameEdit.h ├── Game_local.cpp ├── Game_local.h ├── Game_network.cpp ├── Grabber.cpp ├── Grabber.h ├── IK.cpp ├── IK.h ├── Item.cpp ├── Item.h ├── Light.cpp ├── Light.h ├── Misc.cpp ├── Misc.h ├── Moveable.cpp ├── Moveable.h ├── Mover.cpp ├── Mover.h ├── MultiplayerGame.cpp ├── MultiplayerGame.h ├── Player.cpp ├── Player.h ├── PlayerIcon.cpp ├── PlayerIcon.h ├── PlayerView.cpp ├── PlayerView.h ├── Projectile.cpp ├── Projectile.h ├── Pvs.cpp ├── Pvs.h ├── SecurityCamera.cpp ├── SecurityCamera.h ├── SmokeParticles.cpp ├── SmokeParticles.h ├── Sound.cpp ├── Sound.h ├── Target.cpp ├── Target.h ├── Trigger.cpp ├── Trigger.h ├── Weapon.cpp ├── Weapon.h ├── WorldSpawn.cpp ├── WorldSpawn.h ├── ai │ ├── AAS.cpp │ ├── AAS.h │ ├── AAS_debug.cpp │ ├── AAS_local.h │ ├── AAS_pathing.cpp │ ├── AAS_routing.cpp │ ├── AI.cpp │ ├── AI.h │ ├── AI_Vagary.cpp │ ├── AI_events.cpp │ └── AI_pathing.cpp ├── anim │ ├── Anim.cpp │ ├── Anim.h │ ├── Anim_Blend.cpp │ ├── Anim_Import.cpp │ ├── Anim_Testmodel.cpp │ └── Anim_Testmodel.h ├── gamesys │ ├── Callbacks.cpp │ ├── Class.cpp │ ├── Class.h │ ├── DebugGraph.cpp │ ├── DebugGraph.h │ ├── Event.cpp │ ├── Event.h │ ├── NoGameTypeInfo.h │ ├── SaveGame.cpp │ ├── SaveGame.h │ ├── SysCmds.cpp │ ├── SysCmds.h │ ├── SysCvar.cpp │ ├── SysCvar.h │ ├── TypeInfo.cpp │ └── TypeInfo.h ├── physics │ ├── Clip.cpp │ ├── Clip.h │ ├── Force.cpp │ ├── Force.h │ ├── Force_Constant.cpp │ ├── Force_Constant.h │ ├── Force_Drag.cpp │ ├── Force_Drag.h │ ├── Force_Field.cpp │ ├── Force_Field.h │ ├── Force_Grab.cpp │ ├── Force_Grab.h │ ├── Force_Spring.cpp │ ├── Force_Spring.h │ ├── Physics.cpp │ ├── Physics.h │ ├── Physics_AF.cpp │ ├── Physics_AF.h │ ├── Physics_Actor.cpp │ ├── Physics_Actor.h │ ├── Physics_Base.cpp │ ├── Physics_Base.h │ ├── Physics_Monster.cpp │ ├── Physics_Monster.h │ ├── Physics_Parametric.cpp │ ├── Physics_Parametric.h │ ├── Physics_Player.cpp │ ├── Physics_Player.h │ ├── Physics_RigidBody.cpp │ ├── Physics_RigidBody.h │ ├── Physics_Static.cpp │ ├── Physics_Static.h │ ├── Physics_StaticMulti.cpp │ ├── Physics_StaticMulti.h │ ├── Push.cpp │ └── Push.h └── script │ ├── Script_Compiler.cpp │ ├── Script_Compiler.h │ ├── Script_Interpreter.cpp │ ├── Script_Interpreter.h │ ├── Script_Program.cpp │ ├── Script_Program.h │ ├── Script_Thread.cpp │ └── Script_Thread.h ├── framework ├── BuildDefines.h ├── BuildVersion.h ├── CVarSystem.cpp ├── CVarSystem.h ├── CmdSystem.cpp ├── CmdSystem.h ├── Common.cpp ├── Common.h ├── Compressor.cpp ├── Compressor.h ├── Console.cpp ├── Console.h ├── DeclAF.cpp ├── DeclAF.h ├── DeclEntityDef.cpp ├── DeclEntityDef.h ├── DeclFX.cpp ├── DeclFX.h ├── DeclManager.cpp ├── DeclManager.h ├── DeclPDA.cpp ├── DeclPDA.h ├── DeclParticle.cpp ├── DeclParticle.h ├── DeclSkin.cpp ├── DeclSkin.h ├── DeclTable.cpp ├── DeclTable.h ├── DemoChecksum.h ├── DemoFile.cpp ├── DemoFile.h ├── Dhewm3SettingsMenu.cpp ├── EditField.cpp ├── EditField.h ├── EventLoop.cpp ├── EventLoop.h ├── File.cpp ├── File.h ├── FileSystem.cpp ├── FileSystem.h ├── Game.h ├── GameCallbacks_local.h ├── KeyInput.cpp ├── KeyInput.h ├── Licensee.h ├── Session.cpp ├── Session.h ├── Session_local.h ├── Session_menu.cpp ├── Unzip.h ├── UsercmdGen.cpp ├── UsercmdGen.h ├── async │ ├── AsyncClient.cpp │ ├── AsyncClient.h │ ├── AsyncNetwork.cpp │ ├── AsyncNetwork.h │ ├── AsyncServer.cpp │ ├── AsyncServer.h │ ├── MsgChannel.cpp │ ├── MsgChannel.h │ ├── NetworkSystem.cpp │ ├── NetworkSystem.h │ ├── ServerScan.cpp │ └── ServerScan.h ├── miniz │ ├── LICENSE.txt │ ├── miniz.c │ ├── miniz.h │ ├── minizconf.h │ └── readme.md └── minizip │ ├── MiniZip64_info.txt │ ├── ioapi.c │ ├── ioapi.h │ ├── unzip.cpp │ └── unzip.h ├── game ├── AF.cpp ├── AF.h ├── AFEntity.cpp ├── AFEntity.h ├── Actor.cpp ├── Actor.h ├── BrittleFracture.cpp ├── BrittleFracture.h ├── Camera.cpp ├── Camera.h ├── EndLevel.cpp ├── EndLevel.h ├── Entity.cpp ├── Entity.h ├── Fx.cpp ├── Fx.h ├── GameBase.h ├── GameEdit.cpp ├── GameEdit.h ├── Game_local.cpp ├── Game_local.h ├── Game_network.cpp ├── IK.cpp ├── IK.h ├── Item.cpp ├── Item.h ├── Light.cpp ├── Light.h ├── Misc.cpp ├── Misc.h ├── Moveable.cpp ├── Moveable.h ├── Mover.cpp ├── Mover.h ├── MultiplayerGame.cpp ├── MultiplayerGame.h ├── Player.cpp ├── Player.h ├── PlayerIcon.cpp ├── PlayerIcon.h ├── PlayerView.cpp ├── PlayerView.h ├── Projectile.cpp ├── Projectile.h ├── Pvs.cpp ├── Pvs.h ├── SecurityCamera.cpp ├── SecurityCamera.h ├── SmokeParticles.cpp ├── SmokeParticles.h ├── Sound.cpp ├── Sound.h ├── Target.cpp ├── Target.h ├── Trigger.cpp ├── Trigger.h ├── Weapon.cpp ├── Weapon.h ├── WorldSpawn.cpp ├── WorldSpawn.h ├── ai │ ├── AAS.cpp │ ├── AAS.h │ ├── AAS_debug.cpp │ ├── AAS_local.h │ ├── AAS_pathing.cpp │ ├── AAS_routing.cpp │ ├── AI.cpp │ ├── AI.h │ ├── AI_Vagary.cpp │ ├── AI_events.cpp │ └── AI_pathing.cpp ├── anim │ ├── Anim.cpp │ ├── Anim.h │ ├── Anim_Blend.cpp │ ├── Anim_Import.cpp │ ├── Anim_Testmodel.cpp │ └── Anim_Testmodel.h ├── gamesys │ ├── Callbacks.cpp │ ├── Class.cpp │ ├── Class.h │ ├── DebugGraph.cpp │ ├── DebugGraph.h │ ├── Event.cpp │ ├── Event.h │ ├── NoGameTypeInfo.h │ ├── SaveGame.cpp │ ├── SaveGame.h │ ├── SysCmds.cpp │ ├── SysCmds.h │ ├── SysCvar.cpp │ ├── SysCvar.h │ ├── TypeInfo.cpp │ └── TypeInfo.h ├── physics │ ├── Clip.cpp │ ├── Clip.h │ ├── Force.cpp │ ├── Force.h │ ├── Force_Constant.cpp │ ├── Force_Constant.h │ ├── Force_Drag.cpp │ ├── Force_Drag.h │ ├── Force_Field.cpp │ ├── Force_Field.h │ ├── Force_Spring.cpp │ ├── Force_Spring.h │ ├── Physics.cpp │ ├── Physics.h │ ├── Physics_AF.cpp │ ├── Physics_AF.h │ ├── Physics_Actor.cpp │ ├── Physics_Actor.h │ ├── Physics_Base.cpp │ ├── Physics_Base.h │ ├── Physics_Monster.cpp │ ├── Physics_Monster.h │ ├── Physics_Parametric.cpp │ ├── Physics_Parametric.h │ ├── Physics_Player.cpp │ ├── Physics_Player.h │ ├── Physics_RigidBody.cpp │ ├── Physics_RigidBody.h │ ├── Physics_Static.cpp │ ├── Physics_Static.h │ ├── Physics_StaticMulti.cpp │ ├── Physics_StaticMulti.h │ ├── Push.cpp │ └── Push.h └── script │ ├── Script_Compiler.cpp │ ├── Script_Compiler.h │ ├── Script_Interpreter.cpp │ ├── Script_Interpreter.h │ ├── Script_Program.cpp │ ├── Script_Program.h │ ├── Script_Thread.cpp │ └── Script_Thread.h ├── idlib ├── Base64.cpp ├── Base64.h ├── BitMsg.cpp ├── BitMsg.h ├── CmdArgs.cpp ├── CmdArgs.h ├── Dict.cpp ├── Dict.h ├── Heap.cpp ├── Heap.h ├── LangDict.cpp ├── LangDict.h ├── Lexer.cpp ├── Lexer.h ├── Lib.cpp ├── Lib.h ├── MapFile.cpp ├── MapFile.h ├── Parser.cpp ├── Parser.h ├── Str.cpp ├── Str.h ├── Timer.cpp ├── Timer.h ├── Token.cpp ├── Token.h ├── bv │ ├── Bounds.cpp │ ├── Bounds.h │ ├── Box.cpp │ ├── Box.h │ ├── Frustum.cpp │ ├── Frustum.h │ ├── Sphere.cpp │ └── Sphere.h ├── containers │ ├── BTree.h │ ├── BinSearch.h │ ├── HashIndex.cpp │ ├── HashIndex.h │ ├── HashTable.h │ ├── Hierarchy.h │ ├── LinkList.h │ ├── List.h │ ├── PlaneSet.h │ ├── Queue.h │ ├── Stack.h │ ├── StaticList.h │ ├── StrList.h │ ├── StrPool.h │ └── VectorSet.h ├── geometry │ ├── DrawVert.cpp │ ├── DrawVert.h │ ├── JointTransform.cpp │ ├── JointTransform.h │ ├── Surface.cpp │ ├── Surface.h │ ├── Surface_Patch.cpp │ ├── Surface_Patch.h │ ├── Surface_Polytope.cpp │ ├── Surface_Polytope.h │ ├── Surface_SweptSpline.cpp │ ├── Surface_SweptSpline.h │ ├── TraceModel.cpp │ ├── TraceModel.h │ ├── Winding.cpp │ ├── Winding.h │ ├── Winding2D.cpp │ └── Winding2D.h ├── hashing │ ├── CRC32.cpp │ ├── CRC32.h │ ├── MD4.cpp │ ├── MD4.h │ ├── MD5.cpp │ └── MD5.h └── math │ ├── Angles.cpp │ ├── Angles.h │ ├── Complex.cpp │ ├── Complex.h │ ├── Curve.h │ ├── Extrapolate.h │ ├── Interpolate.h │ ├── Lcp.cpp │ ├── Lcp.h │ ├── Math.cpp │ ├── Math.h │ ├── Matrix.cpp │ ├── Matrix.h │ ├── Ode.cpp │ ├── Ode.h │ ├── Plane.cpp │ ├── Plane.h │ ├── Pluecker.cpp │ ├── Pluecker.h │ ├── Polynomial.cpp │ ├── Polynomial.h │ ├── Quat.cpp │ ├── Quat.h │ ├── Random.h │ ├── Rotation.cpp │ ├── Rotation.h │ ├── Simd.cpp │ ├── Simd.h │ ├── Simd_3DNow.cpp │ ├── Simd_3DNow.h │ ├── Simd_AltiVec.cpp │ ├── Simd_AltiVec.h │ ├── Simd_Generic.cpp │ ├── Simd_Generic.h │ ├── Simd_MMX.cpp │ ├── Simd_MMX.h │ ├── Simd_SSE.cpp │ ├── Simd_SSE.h │ ├── Simd_SSE2.cpp │ ├── Simd_SSE2.h │ ├── Simd_SSE3.cpp │ ├── Simd_SSE3.h │ ├── Vector.cpp │ └── Vector.h ├── libs └── imgui │ ├── .editorconfig │ ├── .gitattributes │ ├── .gitignore │ ├── LICENSE.txt │ ├── backends │ ├── imgui_impl_allegro5.cpp │ ├── imgui_impl_allegro5.h │ ├── imgui_impl_android.cpp │ ├── imgui_impl_android.h │ ├── imgui_impl_dx10.cpp │ ├── imgui_impl_dx10.h │ ├── imgui_impl_dx11.cpp │ ├── imgui_impl_dx11.h │ ├── imgui_impl_dx12.cpp │ ├── imgui_impl_dx12.h │ ├── imgui_impl_dx9.cpp │ ├── imgui_impl_dx9.h │ ├── imgui_impl_glfw.cpp │ ├── imgui_impl_glfw.h │ ├── imgui_impl_glut.cpp │ ├── imgui_impl_glut.h │ ├── imgui_impl_metal.h │ ├── imgui_impl_metal.mm │ ├── imgui_impl_opengl2.cpp │ ├── imgui_impl_opengl2.h │ ├── imgui_impl_opengl3.cpp │ ├── imgui_impl_opengl3.h │ ├── imgui_impl_opengl3_loader.h │ ├── imgui_impl_osx.h │ ├── imgui_impl_osx.mm │ ├── imgui_impl_sdl2.cpp │ ├── imgui_impl_sdl2.h │ ├── imgui_impl_sdl3.cpp │ ├── imgui_impl_sdl3.h │ ├── imgui_impl_sdlgpu3.cpp │ ├── imgui_impl_sdlgpu3.h │ ├── imgui_impl_sdlgpu3_shaders.h │ ├── imgui_impl_sdlrenderer2.cpp │ ├── imgui_impl_sdlrenderer2.h │ ├── imgui_impl_sdlrenderer3.cpp │ ├── imgui_impl_sdlrenderer3.h │ ├── imgui_impl_vulkan.cpp │ ├── imgui_impl_vulkan.h │ ├── imgui_impl_wgpu.cpp │ ├── imgui_impl_wgpu.h │ ├── imgui_impl_win32.cpp │ ├── imgui_impl_win32.h │ ├── sdlgpu3 │ │ ├── build_instructions.txt │ │ ├── shader.frag │ │ └── shader.vert │ └── vulkan │ │ ├── build_instructions.txt │ │ ├── generate_spv.sh │ │ ├── glsl_shader.frag │ │ └── glsl_shader.vert │ ├── docs │ ├── BACKENDS.md │ ├── CHANGELOG.txt │ ├── CONTRIBUTING.md │ ├── EXAMPLES.md │ ├── FAQ.md │ ├── FONTS.md │ ├── README.md │ └── TODO.txt │ ├── examples │ ├── README.txt │ ├── example_allegro5 │ │ ├── README.md │ │ ├── example_allegro5.vcxproj │ │ ├── example_allegro5.vcxproj.filters │ │ ├── imconfig_allegro5.h │ │ └── main.cpp │ ├── example_android_opengl3 │ │ ├── CMakeLists.txt │ │ ├── android │ │ │ ├── .gitignore │ │ │ ├── app │ │ │ │ ├── build.gradle │ │ │ │ └── src │ │ │ │ │ └── main │ │ │ │ │ ├── AndroidManifest.xml │ │ │ │ │ └── java │ │ │ │ │ └── MainActivity.kt │ │ │ ├── build.gradle │ │ │ └── settings.gradle │ │ └── main.cpp │ ├── example_apple_metal │ │ ├── README.md │ │ ├── example_apple_metal.xcodeproj │ │ │ └── project.pbxproj │ │ ├── iOS │ │ │ ├── Info-iOS.plist │ │ │ └── LaunchScreen.storyboard │ │ ├── macOS │ │ │ ├── Info-macOS.plist │ │ │ └── MainMenu.storyboard │ │ └── main.mm │ ├── example_apple_opengl2 │ │ ├── example_apple_opengl2.xcodeproj │ │ │ └── project.pbxproj │ │ └── main.mm │ ├── example_glfw_metal │ │ ├── Makefile │ │ └── main.mm │ ├── example_glfw_opengl2 │ │ ├── Makefile │ │ ├── build_win32.bat │ │ ├── example_glfw_opengl2.vcxproj │ │ ├── example_glfw_opengl2.vcxproj.filters │ │ └── main.cpp │ ├── example_glfw_opengl3 │ │ ├── Makefile │ │ ├── Makefile.emscripten │ │ ├── build_win32.bat │ │ ├── example_glfw_opengl3.vcxproj │ │ ├── example_glfw_opengl3.vcxproj.filters │ │ └── main.cpp │ ├── example_glfw_vulkan │ │ ├── CMakeLists.txt │ │ ├── build_win32.bat │ │ ├── build_win64.bat │ │ ├── example_glfw_vulkan.vcxproj │ │ ├── example_glfw_vulkan.vcxproj.filters │ │ └── main.cpp │ ├── example_glfw_wgpu │ │ ├── CMakeLists.txt │ │ ├── Makefile.emscripten │ │ ├── README.md │ │ └── main.cpp │ ├── example_glut_opengl2 │ │ ├── Makefile │ │ ├── example_glut_opengl2.vcxproj │ │ ├── example_glut_opengl2.vcxproj.filters │ │ └── main.cpp │ ├── example_null │ │ ├── Makefile │ │ ├── build_win32.bat │ │ └── main.cpp │ ├── example_sdl2_directx11 │ │ ├── build_win32.bat │ │ ├── example_sdl2_directx11.vcxproj │ │ ├── example_sdl2_directx11.vcxproj.filters │ │ └── main.cpp │ ├── example_sdl2_metal │ │ ├── Makefile │ │ └── main.mm │ ├── example_sdl2_opengl2 │ │ ├── Makefile │ │ ├── README.md │ │ ├── build_win32.bat │ │ ├── example_sdl2_opengl2.vcxproj │ │ ├── example_sdl2_opengl2.vcxproj.filters │ │ └── main.cpp │ ├── example_sdl2_opengl3 │ │ ├── Makefile │ │ ├── Makefile.emscripten │ │ ├── README.md │ │ ├── build_win32.bat │ │ ├── example_sdl2_opengl3.vcxproj │ │ ├── example_sdl2_opengl3.vcxproj.filters │ │ └── main.cpp │ ├── example_sdl2_sdlrenderer2 │ │ ├── Makefile │ │ ├── README.md │ │ ├── build_win32.bat │ │ ├── example_sdl2_sdlrenderer2.vcxproj │ │ ├── example_sdl2_sdlrenderer2.vcxproj.filters │ │ └── main.cpp │ ├── example_sdl2_vulkan │ │ ├── build_win32.bat │ │ ├── build_win64.bat │ │ ├── example_sdl2_vulkan.vcxproj │ │ ├── example_sdl2_vulkan.vcxproj.filters │ │ └── main.cpp │ ├── example_sdl3_opengl3 │ │ ├── Makefile │ │ ├── Makefile.emscripten │ │ ├── README.md │ │ ├── build_win32.bat │ │ ├── build_win64.bat │ │ ├── example_sdl3_opengl3.vcxproj │ │ ├── example_sdl3_opengl3.vcxproj.filters │ │ └── main.cpp │ ├── example_sdl3_sdlgpu3 │ │ ├── Makefile │ │ ├── build_win64.bat │ │ ├── example_sdl3_sdlgpu3.vcxproj │ │ ├── example_sdl3_sdlgpu3.vcxproj.filters │ │ └── main.cpp │ ├── example_sdl3_sdlrenderer3 │ │ ├── Makefile │ │ ├── build_win32.bat │ │ ├── example_sdl3_sdlrenderer3.vcxproj │ │ ├── example_sdl3_sdlrenderer3.vcxproj.filters │ │ └── main.cpp │ ├── example_sdl3_vulkan │ │ ├── build_win32.bat │ │ ├── build_win64.bat │ │ ├── example_sdl3_vulkan.vcxproj │ │ ├── example_sdl3_vulkan.vcxproj.filters │ │ └── main.cpp │ ├── example_win32_directx10 │ │ ├── build_win32.bat │ │ ├── example_win32_directx10.vcxproj │ │ ├── example_win32_directx10.vcxproj.filters │ │ └── main.cpp │ ├── example_win32_directx11 │ │ ├── build_win32.bat │ │ ├── example_win32_directx11.vcxproj │ │ ├── example_win32_directx11.vcxproj.filters │ │ └── main.cpp │ ├── example_win32_directx12 │ │ ├── build_win32.bat │ │ ├── example_win32_directx12.vcxproj │ │ ├── example_win32_directx12.vcxproj.filters │ │ └── main.cpp │ ├── example_win32_directx9 │ │ ├── build_win32.bat │ │ ├── example_win32_directx9.vcxproj │ │ ├── example_win32_directx9.vcxproj.filters │ │ └── main.cpp │ ├── example_win32_opengl3 │ │ ├── build_mingw.bat │ │ ├── build_win32.bat │ │ ├── example_win32_opengl3.vcxproj │ │ ├── example_win32_opengl3.vcxproj.filters │ │ └── main.cpp │ ├── example_win32_vulkan │ │ ├── build_win32.bat │ │ ├── build_win64.bat │ │ ├── example_win32_vulkan.vcxproj │ │ ├── example_win32_vulkan.vcxproj.filters │ │ └── main.cpp │ ├── imgui_examples.sln │ └── libs │ │ ├── emscripten │ │ ├── emscripten_mainloop_stub.h │ │ └── shell_minimal.html │ │ ├── glfw │ │ ├── COPYING.txt │ │ ├── include │ │ │ └── GLFW │ │ │ │ ├── glfw3.h │ │ │ │ └── glfw3native.h │ │ ├── lib-vc2010-32 │ │ │ └── glfw3.lib │ │ └── lib-vc2010-64 │ │ │ └── glfw3.lib │ │ └── usynergy │ │ ├── README.txt │ │ ├── uSynergy.c │ │ └── uSynergy.h │ ├── imconfig.h │ ├── imgui.cpp │ ├── imgui.h │ ├── imgui_demo.cpp │ ├── imgui_draw.cpp │ ├── imgui_internal.h │ ├── imgui_tables.cpp │ ├── imgui_widgets.cpp │ ├── imstb_rectpack.h │ ├── imstb_textedit.h │ ├── imstb_truetype.h │ └── misc │ ├── README.txt │ ├── cpp │ ├── README.txt │ ├── imgui_stdlib.cpp │ └── imgui_stdlib.h │ ├── debuggers │ ├── README.txt │ ├── imgui.gdb │ ├── imgui.natstepfilter │ └── imgui.natvis │ ├── fonts │ ├── Cousine-Regular.ttf │ ├── DroidSans.ttf │ ├── Karla-Regular.ttf │ ├── ProggyClean.ttf │ ├── ProggyTiny.ttf │ ├── Roboto-Medium.ttf │ └── binary_to_compressed_c.cpp │ ├── freetype │ ├── README.md │ ├── imgui_freetype.cpp │ └── imgui_freetype.h │ └── single_file │ └── imgui_single_file.h ├── mmakefile.src ├── renderer ├── Cinematic.cpp ├── Cinematic.h ├── GuiModel.cpp ├── GuiModel.h ├── Image.h ├── Image_files.cpp ├── Image_init.cpp ├── Image_load.cpp ├── Image_process.cpp ├── Image_program.cpp ├── Interaction.cpp ├── Interaction.h ├── Material.cpp ├── Material.h ├── MegaTexture.cpp ├── MegaTexture.h ├── Model.cpp ├── Model.h ├── ModelDecal.cpp ├── ModelDecal.h ├── ModelManager.cpp ├── ModelManager.h ├── ModelOverlay.cpp ├── ModelOverlay.h ├── Model_ase.cpp ├── Model_ase.h ├── Model_beam.cpp ├── Model_liquid.cpp ├── Model_local.h ├── Model_lwo.cpp ├── Model_lwo.h ├── Model_ma.cpp ├── Model_ma.h ├── Model_md3.cpp ├── Model_md3.h ├── Model_md5.cpp ├── Model_prt.cpp ├── Model_sprite.cpp ├── RenderEntity.cpp ├── RenderSystem.cpp ├── RenderSystem.h ├── RenderSystem_init.cpp ├── RenderWorld.cpp ├── RenderWorld.h ├── RenderWorld_demo.cpp ├── RenderWorld_load.cpp ├── RenderWorld_local.h ├── RenderWorld_portals.cpp ├── VertexCache.cpp ├── VertexCache.h ├── draw_arb2.cpp ├── draw_common.cpp ├── qgl.h ├── qgl_proc.h ├── simplex.h ├── stb_image.h ├── stb_image_write.h ├── stblib_impls.c ├── tr_backend.cpp ├── tr_deform.cpp ├── tr_font.cpp ├── tr_guisurf.cpp ├── tr_light.cpp ├── tr_lightrun.cpp ├── tr_local.h ├── tr_main.cpp ├── tr_orderIndexes.cpp ├── tr_polytope.cpp ├── tr_render.cpp ├── tr_rendertools.cpp ├── tr_shadowbounds.cpp ├── tr_stencilshadow.cpp ├── tr_subview.cpp ├── tr_trace.cpp ├── tr_trisurf.cpp └── tr_turboshadow.cpp ├── sound ├── efxlib.h ├── snd_cache.cpp ├── snd_decoder.cpp ├── snd_efxfile.cpp ├── snd_emitter.cpp ├── snd_local.h ├── snd_shader.cpp ├── snd_system.cpp ├── snd_wavefile.cpp ├── snd_world.cpp ├── sound.h ├── stb_vorbis.h └── stbvorbis_impl.c ├── sys ├── aros │ ├── ADoom3.info.src │ ├── ADoom3.png │ ├── ROE.info.src │ ├── ROE.png │ ├── aros_dedicated.cpp │ ├── aros_dos.cpp │ ├── aros_local.h │ ├── aros_main.cpp │ ├── aros_net.cpp │ ├── aros_public.h │ ├── aros_signal.cpp │ ├── dll │ │ ├── dll.c │ │ ├── dll.h │ │ ├── dllglue.c │ │ ├── dllimport.c │ │ └── dllstartup.c │ ├── mmakefile.src │ └── setup │ │ ├── ADoom3.info.src │ │ ├── ADoom3.png │ │ └── mmakefile.src ├── cmake │ └── FindSDL2.cmake ├── cpu.cpp ├── doom_icon.h ├── events.cpp ├── glimp.cpp ├── imgui_savestyle.cpp ├── linux │ ├── SDK-1.3.list.txt │ ├── SDK.list.txt │ ├── casedir.patch │ ├── main.cpp │ ├── pk4 │ │ ├── id_utils.py │ │ ├── packup-nocase.sh │ │ ├── packup.sh │ │ ├── syncfromlist.sh │ │ └── updatepaks.sh │ ├── runner │ │ ├── runner.tac │ │ └── runner_lib.py │ └── setup │ │ ├── binary.conf │ │ ├── brandelf.c │ │ ├── image-base │ │ ├── setup.data │ │ │ ├── bin │ │ │ │ └── Linux │ │ │ │ │ └── x86 │ │ │ │ │ ├── glibc-2.1 │ │ │ │ │ ├── setup.gtk │ │ │ │ │ └── xsu │ │ │ │ │ └── setup │ │ │ ├── config.sh │ │ │ ├── locale │ │ │ │ ├── de │ │ │ │ │ └── LC_MESSAGES │ │ │ │ │ │ ├── loki-uninstall.mo │ │ │ │ │ │ └── setup.mo │ │ │ │ ├── en_UK │ │ │ │ │ └── LC_MESSAGES │ │ │ │ │ │ ├── loki-uninstall.mo │ │ │ │ │ │ └── setup.mo │ │ │ │ ├── es │ │ │ │ │ └── LC_MESSAGES │ │ │ │ │ │ ├── loki-uninstall.mo │ │ │ │ │ │ └── setup.mo │ │ │ │ ├── fr │ │ │ │ │ └── LC_MESSAGES │ │ │ │ │ │ ├── loki-uninstall.mo │ │ │ │ │ │ └── setup.mo │ │ │ │ ├── it │ │ │ │ │ └── LC_MESSAGES │ │ │ │ │ │ ├── loki-uninstall.mo │ │ │ │ │ │ └── setup.mo │ │ │ │ ├── nl │ │ │ │ │ └── LC_MESSAGES │ │ │ │ │ │ ├── loki-uninstall.mo │ │ │ │ │ │ └── setup.mo │ │ │ │ ├── ru │ │ │ │ │ └── LC_MESSAGES │ │ │ │ │ │ ├── loki-uninstall.mo │ │ │ │ │ │ └── setup.mo │ │ │ │ └── sv │ │ │ │ │ └── LC_MESSAGES │ │ │ │ │ ├── loki-uninstall.mo │ │ │ │ │ └── setup.mo │ │ │ └── setup.glade │ │ └── setup.sh │ │ ├── image-demo │ │ ├── License.txt │ │ ├── README │ │ ├── bin │ │ │ └── Linux │ │ │ │ └── x86 │ │ │ │ └── doom3-demo │ │ └── setup.data │ │ │ ├── postinstall.sh │ │ │ └── setup.xml.in │ │ ├── image-sdk │ │ ├── License.SDK.txt │ │ ├── README.SDK.txt │ │ └── setup.data │ │ │ ├── config.sh │ │ │ └── setup.xml.in │ │ ├── image │ │ ├── License.txt │ │ ├── README │ │ ├── bin │ │ │ └── Linux │ │ │ │ └── x86 │ │ │ │ ├── doom3 │ │ │ │ └── doom3-dedicated │ │ ├── doom3.png │ │ ├── openurl.sh │ │ └── setup.data │ │ │ ├── postinstall.sh │ │ │ └── setup.xml.in │ │ ├── loki_setup.patch │ │ ├── lokisetup │ │ ├── loki_setup.tgz │ │ ├── loki_setupdb.tgz │ │ └── xsu.diff │ │ └── makeself │ │ ├── COPYING │ │ ├── README │ │ ├── TODO │ │ ├── makeself-header.sh │ │ ├── makeself.1 │ │ ├── makeself.lsm │ │ ├── makeself.sh │ │ └── update-readme ├── osx │ ├── DLL.OSX.txt │ ├── DOOMController.mm │ ├── Doom 3.rsrc │ ├── Doom3.icns │ ├── Info.plist │ ├── SDLMain.h │ ├── SDLMain.m │ ├── macosx_misc.mm │ ├── misc │ │ └── ftoi.patch │ └── version.plist ├── platform.h ├── posix │ ├── posix_main.cpp │ ├── posix_net.cpp │ └── posix_public.h ├── proggyvector_font.h ├── proggyvector_font_base85.h ├── stub │ ├── openal_stub.cpp │ └── stub_gl.cpp ├── sys_imgui.cpp ├── sys_imgui.h ├── sys_local.cpp ├── sys_local.h ├── sys_public.h ├── sys_sdl.h ├── threads.cpp └── win32 │ ├── SDL_win32_main.c │ ├── rc │ ├── AFEditor.rc │ ├── AFEditor_resource.h │ ├── Common.rc │ ├── Common_resource.h │ ├── CreateResourceIDs.cpp │ ├── CreateResourceIDs.h │ ├── Debugger.rc │ ├── Debugger_resource.h │ ├── DeclEditor.rc │ ├── DeclEditor_resource.h │ ├── GuiEd.rc │ ├── GuiEd_resource.h │ ├── MaterialEditor.rc │ ├── MaterialEditor_Resource.h │ ├── PDAEditor.rc │ ├── PDAEditor_resource.h │ ├── ParticleEditor.rc │ ├── ParticleEditor_resource.h │ ├── PropTree.rc │ ├── PropTree_resource.h │ ├── Radiant.rc │ ├── Radiant_resource.h │ ├── ScriptEditor.rc │ ├── ScriptEditor_resource.h │ ├── SoundEditor.rc │ ├── SoundEditor_resource.h │ ├── dhewm3.rc │ ├── doom.rc │ ├── doom_resource.h │ └── res │ │ ├── BEVEL.BMP │ │ ├── BITMAP2.BMP │ │ ├── BMP00001.BMP │ │ ├── BMP0002.BMP │ │ ├── DEFTEX.WAL │ │ ├── ENDCAP.BMP │ │ ├── GetString.htm │ │ ├── IBEVEL.BMP │ │ ├── IENDCAP.BMP │ │ ├── MEFileToolbar.bmp │ │ ├── MEtoolbar.bmp │ │ ├── MaterialEditor.ico │ │ ├── PropTree.rc2 │ │ ├── Q.BMP │ │ ├── RADIANT3.GIF │ │ ├── Radiant.ico │ │ ├── RadiantDoc.ico │ │ ├── TOOLBAR1.BMP │ │ ├── TOOLBAR2.BMP │ │ ├── Toolbar.bmp │ │ ├── VIEWDEFA.BMP │ │ ├── VIEWOPPO.BMP │ │ ├── bmp00002.bmp │ │ ├── bmp00003.bmp │ │ ├── bmp00004.bmp │ │ ├── bmp00005.bmp │ │ ├── cchsb.bmp │ │ ├── ccrgb.bmp │ │ ├── dbg_back.bmp │ │ ├── dbg_breakpoint.ico │ │ ├── dbg_current.ico │ │ ├── dbg_currentline.ico │ │ ├── dbg_empty.ico │ │ ├── dbg_open.bmp │ │ ├── dbg_toolbar.bmp │ │ ├── doom.ico │ │ ├── fpoint.cur │ │ ├── fxed_link.ico │ │ ├── fxed_toolbar.bmp │ │ ├── fxeditor.ico │ │ ├── guied.ico │ │ ├── guied_collapse.ico │ │ ├── guied_expand.ico │ │ ├── guied_hand.cur │ │ ├── guied_nav_visible.ico │ │ ├── guied_nav_visibledisabled.ico │ │ ├── guied_scripts.ico │ │ ├── guied_scripts_white.ico │ │ ├── guied_viewer_toolbar.bmp │ │ ├── icon2.ico │ │ ├── logo_sm3dfx.bmp │ │ ├── matedtree.bmp │ │ ├── me_disabled_icon.ico │ │ ├── me_enabled.ico │ │ ├── me_off_icon.ico │ │ ├── me_on_icon.ico │ │ ├── qe3.ico │ │ ├── shaderbar.bmp │ │ ├── shaderdoc.ico │ │ ├── shaderframe.ico │ │ └── spliter.cur │ ├── sdk │ ├── D3SDK.nsi │ ├── prepare.py │ └── source.list │ ├── win_input.cpp │ ├── win_local.h │ ├── win_main.cpp │ ├── win_net.cpp │ ├── win_shared.cpp │ └── win_syscon.cpp ├── tools ├── Help │ ├── MT_help.htm │ ├── MVH_Controls.htm │ ├── MVH_Issues.htm │ ├── MVH_Misc.htm │ ├── MVH_Mouse.htm │ ├── MVH_Overview.htm │ ├── Tools.hhc │ ├── Tools.hhk │ ├── Tools.hhp │ ├── default.htm │ └── images │ │ ├── FirstAnim.png │ │ ├── OpenAnim.png │ │ ├── OpenMesh.png │ │ ├── Play.png │ │ ├── PrevAnim.png │ │ ├── animloop.png │ │ ├── diffuse.png │ │ ├── lastanim.png │ │ ├── nextanim.png │ │ ├── orgoff.png │ │ ├── reloadtex.png │ │ ├── resetcam.png │ │ ├── showbones.png │ │ ├── shownorms.png │ │ ├── showoverdraw.png │ │ ├── showskel.png │ │ ├── showsurf.png │ │ ├── showtris.png │ │ ├── specular.png │ │ └── stop.png ├── af │ ├── DialogAF.cpp │ ├── DialogAF.h │ ├── DialogAFBody.cpp │ ├── DialogAFBody.h │ ├── DialogAFConstraint.cpp │ ├── DialogAFConstraint.h │ ├── DialogAFConstraintBallAndSocket.cpp │ ├── DialogAFConstraintBallAndSocket.h │ ├── DialogAFConstraintFixed.cpp │ ├── DialogAFConstraintFixed.h │ ├── DialogAFConstraintHinge.cpp │ ├── DialogAFConstraintHinge.h │ ├── DialogAFConstraintSlider.cpp │ ├── DialogAFConstraintSlider.h │ ├── DialogAFConstraintSpring.cpp │ ├── DialogAFConstraintSpring.h │ ├── DialogAFConstraintUniversal.cpp │ ├── DialogAFConstraintUniversal.h │ ├── DialogAFName.cpp │ ├── DialogAFName.h │ ├── DialogAFProperties.cpp │ ├── DialogAFProperties.h │ ├── DialogAFView.cpp │ └── DialogAFView.h ├── comafx │ ├── CDIB.cpp │ ├── CDIB.h │ ├── CPathTreeCtrl.cpp │ ├── CPathTreeCtrl.h │ ├── CSyntaxRichEditCtrl.cpp │ ├── CSyntaxRichEditCtrl.h │ ├── DialogColorPicker.cpp │ ├── DialogColorPicker.h │ ├── DialogGoToLine.cpp │ ├── DialogGoToLine.h │ ├── DialogName.cpp │ ├── DialogName.h │ ├── StdAfx.cpp │ ├── StdAfx.h │ ├── VectorCtl.cpp │ ├── VectorCtl.h │ └── riched20.tlh ├── common │ ├── AlphaPopup.cpp │ ├── ColorButton.cpp │ ├── ColorButton.h │ ├── DialogHelpers.h │ ├── MaskEdit.cpp │ ├── MaskEdit.h │ ├── OpenFileDialog.cpp │ ├── OpenFileDialog.h │ ├── PropTree │ │ ├── PropTree.cpp │ │ ├── PropTree.h │ │ ├── PropTreeInfo.cpp │ │ ├── PropTreeInfo.h │ │ ├── PropTreeItem.cpp │ │ ├── PropTreeItem.h │ │ ├── PropTreeItemButton.cpp │ │ ├── PropTreeItemButton.h │ │ ├── PropTreeItemCheck.cpp │ │ ├── PropTreeItemCheck.h │ │ ├── PropTreeItemColor.cpp │ │ ├── PropTreeItemColor.h │ │ ├── PropTreeItemCombo.cpp │ │ ├── PropTreeItemCombo.h │ │ ├── PropTreeItemEdit.cpp │ │ ├── PropTreeItemEdit.h │ │ ├── PropTreeItemEditButton.cpp │ │ ├── PropTreeItemEditButton.h │ │ ├── PropTreeItemFileEdit.cpp │ │ ├── PropTreeItemFileEdit.h │ │ ├── PropTreeItemStatic.cpp │ │ ├── PropTreeItemStatic.h │ │ ├── PropTreeList.cpp │ │ ├── PropTreeList.h │ │ ├── PropTreeView.cpp │ │ └── PropTreeView.h │ ├── PropertyGrid.cpp │ ├── PropertyGrid.h │ ├── RegistryOptions.cpp │ ├── RegistryOptions.h │ ├── RenderBumpFlatDialog.cpp │ ├── RenderBumpFlatDialog.h │ ├── RollupPanel.cpp │ ├── RollupPanel.h │ ├── SpinButton.cpp │ └── SpinButton.h ├── compilers │ ├── aas │ │ ├── AASBuild.cpp │ │ ├── AASBuild_file.cpp │ │ ├── AASBuild_gravity.cpp │ │ ├── AASBuild_ledge.cpp │ │ ├── AASBuild_local.h │ │ ├── AASBuild_merge.cpp │ │ ├── AASCluster.cpp │ │ ├── AASCluster.h │ │ ├── AASFile.cpp │ │ ├── AASFile.h │ │ ├── AASFileManager.cpp │ │ ├── AASFileManager.h │ │ ├── AASFile_local.h │ │ ├── AASFile_optimize.cpp │ │ ├── AASFile_sample.cpp │ │ ├── AASReach.cpp │ │ ├── AASReach.h │ │ ├── Brush.cpp │ │ ├── Brush.h │ │ ├── BrushBSP.cpp │ │ └── BrushBSP.h │ ├── compiler_public.h │ ├── dmap │ │ ├── dmap.cpp │ │ ├── dmap.h │ │ ├── facebsp.cpp │ │ ├── gldraw.cpp │ │ ├── glfile.cpp │ │ ├── leakfile.cpp │ │ ├── map.cpp │ │ ├── optimize.cpp │ │ ├── output.cpp │ │ ├── portals.cpp │ │ ├── shadowopt3.cpp │ │ ├── tritjunction.cpp │ │ ├── tritools.cpp │ │ ├── ubrush.cpp │ │ └── usurface.cpp │ ├── renderbump │ │ └── renderbump.cpp │ └── roqvq │ │ ├── NSBitmapImageRep.cpp │ │ ├── codec.cpp │ │ ├── codec.h │ │ ├── gdefs.h │ │ ├── quaddefs.h │ │ ├── roq.cpp │ │ ├── roq.h │ │ ├── roq.m │ │ ├── roqParam.cpp │ │ └── roqParam.h ├── debugger │ ├── DebuggerApp.cpp │ ├── DebuggerApp.h │ ├── DebuggerBreakpoint.cpp │ ├── DebuggerBreakpoint.h │ ├── DebuggerClient.cpp │ ├── DebuggerClient.h │ ├── DebuggerFindDlg.cpp │ ├── DebuggerFindDlg.h │ ├── DebuggerMessages.h │ ├── DebuggerQuickWatchDlg.cpp │ ├── DebuggerQuickWatchDlg.h │ ├── DebuggerScript.cpp │ ├── DebuggerScript.h │ ├── DebuggerServer.cpp │ ├── DebuggerServer.h │ ├── DebuggerWindow.cpp │ ├── DebuggerWindow.h │ ├── debugger.cpp │ └── debugger_common.h ├── decl │ ├── DialogDeclBrowser.cpp │ ├── DialogDeclBrowser.h │ ├── DialogDeclEditor.cpp │ ├── DialogDeclEditor.h │ ├── DialogDeclNew.cpp │ ├── DialogDeclNew.h │ ├── DialogEntityDefEditor.cpp │ └── DialogEntityDefEditor.h ├── edit_gui_common.h ├── edit_public.h ├── edit_stub.cpp ├── guied │ ├── GEApp.cpp │ ├── GEApp.h │ ├── GECheckInDlg.cpp │ ├── GEDeleteModifier.cpp │ ├── GEDeleteModifier.h │ ├── GEHideModifier.cpp │ ├── GEHideModifier.h │ ├── GEInsertModifier.cpp │ ├── GEInsertModifier.h │ ├── GEItemPropsDlg.cpp │ ├── GEItemPropsDlg.h │ ├── GEItemScriptsDlg.cpp │ ├── GEItemScriptsDlg.h │ ├── GEKeyValueModifier.cpp │ ├── GEKeyValueModifier.h │ ├── GEModifier.cpp │ ├── GEModifier.h │ ├── GEModifierGroup.cpp │ ├── GEModifierGroup.h │ ├── GEModifierStack.cpp │ ├── GEModifierStack.h │ ├── GEMoveModifier.cpp │ ├── GEMoveModifier.h │ ├── GENavigator.cpp │ ├── GENavigator.h │ ├── GEOptions.cpp │ ├── GEOptions.h │ ├── GEOptionsDlg.cpp │ ├── GEOptionsDlg.h │ ├── GEProperties.cpp │ ├── GEProperties.h │ ├── GEPropertyPage.cpp │ ├── GEPropertyPage.h │ ├── GESelectionMgr.cpp │ ├── GESelectionMgr.h │ ├── GESizeModifier.cpp │ ├── GESizeModifier.h │ ├── GEStateModifier.cpp │ ├── GEStateModifier.h │ ├── GEStatusBar.cpp │ ├── GEStatusBar.h │ ├── GETransformer.cpp │ ├── GETransformer.h │ ├── GEViewer.cpp │ ├── GEViewer.h │ ├── GEWindowWrapper.cpp │ ├── GEWindowWrapper.h │ ├── GEWindowWrapper_stub.cpp │ ├── GEWorkspace.cpp │ ├── GEWorkspace.h │ ├── GEWorkspaceFile.cpp │ ├── GEZOrderModifier.cpp │ ├── GEZOrderModifier.h │ └── guied.cpp ├── materialeditor │ ├── ConsoleView.cpp │ ├── ConsoleView.h │ ├── FindDialog.cpp │ ├── FindDialog.h │ ├── MEMainFrame.cpp │ ├── MEMainFrame.h │ ├── MEOptions.cpp │ ├── MEOptions.h │ ├── MaterialDef.cpp │ ├── MaterialDef.h │ ├── MaterialDoc.cpp │ ├── MaterialDoc.h │ ├── MaterialDocManager.cpp │ ├── MaterialDocManager.h │ ├── MaterialEditView.cpp │ ├── MaterialEditView.h │ ├── MaterialEditor.cpp │ ├── MaterialEditor.h │ ├── MaterialModifier.cpp │ ├── MaterialModifier.h │ ├── MaterialPreviewPropView.cpp │ ├── MaterialPreviewPropView.h │ ├── MaterialPreviewView.cpp │ ├── MaterialPreviewView.h │ ├── MaterialPropTreeView.cpp │ ├── MaterialPropTreeView.h │ ├── MaterialTreeView.cpp │ ├── MaterialTreeView.h │ ├── MaterialView.cpp │ ├── MaterialView.h │ ├── StageView.cpp │ ├── StageView.h │ ├── ToggleListView.cpp │ └── ToggleListView.h ├── particle │ ├── DialogParticleEditor.cpp │ └── DialogParticleEditor.h ├── pda │ ├── DialogPDAEditor.cpp │ └── DialogPDAEditor.h ├── radiant │ ├── CSG.CPP │ ├── CamWnd.cpp │ ├── CamWnd.h │ ├── CameraTargetDlg.cpp │ ├── CameraTargetDlg.h │ ├── CapDialog.cpp │ ├── CapDialog.h │ ├── CommandsDlg.cpp │ ├── CommandsDlg.h │ ├── CommentsDlg.cpp │ ├── CommentsDlg.h │ ├── ConsoleDlg.cpp │ ├── ConsoleDlg.h │ ├── CurveDlg.cpp │ ├── CurveDlg.h │ ├── DRAG.CPP │ ├── DialogInfo.cpp │ ├── DialogInfo.h │ ├── DialogTextures.cpp │ ├── DialogTextures.h │ ├── DialogThick.cpp │ ├── DialogThick.h │ ├── DlgCamera.cpp │ ├── DlgCamera.h │ ├── DlgEvent.cpp │ ├── DlgEvent.h │ ├── ECLASS.CPP │ ├── EditViewDlg.cpp │ ├── EditViewDlg.h │ ├── EditorBrush.cpp │ ├── EditorBrush.h │ ├── EditorBrushPrimit.cpp │ ├── EditorEntity.cpp │ ├── EditorEntity.h │ ├── EditorMap.cpp │ ├── EditorMap.h │ ├── EntKeyFindReplace.cpp │ ├── EntKeyFindReplace.h │ ├── EntityDlg.cpp │ ├── EntityDlg.h │ ├── EntityListDlg.cpp │ ├── EntityListDlg.h │ ├── FindTextureDlg.cpp │ ├── FindTextureDlg.h │ ├── GLWidget.cpp │ ├── GLWidget.h │ ├── GetString.cpp │ ├── GetString.h │ ├── InspectorDialog.cpp │ ├── InspectorDialog.h │ ├── LightDlg.cpp │ ├── LightDlg.h │ ├── MRU.CPP │ ├── MRU.H │ ├── MainFrm.cpp │ ├── MainFrm.h │ ├── MapInfo.cpp │ ├── MapInfo.h │ ├── MediaPreviewDlg.cpp │ ├── MediaPreviewDlg.h │ ├── NewProjDlg.cpp │ ├── NewProjDlg.h │ ├── NewTexWnd.cpp │ ├── NewTexWnd.h │ ├── PARSE.CPP │ ├── PARSE.H │ ├── PMESH.CPP │ ├── PMESH.H │ ├── PatchDensityDlg.cpp │ ├── PatchDensityDlg.h │ ├── PatchDialog.cpp │ ├── PatchDialog.h │ ├── PointFile.cpp │ ├── PrefsDlg.cpp │ ├── PrefsDlg.h │ ├── PreviewDlg.cpp │ ├── PreviewDlg.h │ ├── PropertyList.cpp │ ├── PropertyList.h │ ├── QE3.CPP │ ├── QE3.H │ ├── QEDEFS.H │ ├── QERTYPES.H │ ├── Radiant.cpp │ ├── Radiant.h │ ├── RotateDlg.cpp │ ├── RotateDlg.h │ ├── SELECT.CPP │ ├── SELECT.H │ ├── ScaleDialog.cpp │ ├── ScaleDialog.h │ ├── SurfaceDlg.cpp │ ├── SurfaceDlg.h │ ├── TabsDlg.cpp │ ├── TabsDlg.h │ ├── TearoffContainerWindow.cpp │ ├── TearoffContainerWindow.h │ ├── TextureBar.cpp │ ├── TextureBar.h │ ├── Textures.h │ ├── Undo.cpp │ ├── Undo.h │ ├── VERTSEL.CPP │ ├── WIN_DLG.CPP │ ├── WIN_QE3.CPP │ ├── WIN_QE3.RC2 │ ├── WaitDlg.cpp │ ├── WaitDlg.h │ ├── WaveOpen.cpp │ ├── WaveOpen.h │ ├── XYWnd.cpp │ ├── XYWnd.h │ ├── Z.CPP │ ├── Z.H │ ├── ZClip.cpp │ ├── ZClip.h │ ├── ZWnd.cpp │ ├── ZWnd.h │ ├── autocaulk.cpp │ ├── autocaulk.h │ ├── cmdlib.cpp │ ├── cmdlib.h │ ├── splines.cpp │ └── splines.h ├── script │ ├── DialogScriptEditor.cpp │ └── DialogScriptEditor.h └── sound │ ├── DialogSound.cpp │ ├── DialogSound.h │ ├── DialogSoundGroup.cpp │ └── DialogSoundGroup.h └── ui ├── BindWindow.cpp ├── BindWindow.h ├── ChoiceWindow.cpp ├── ChoiceWindow.h ├── DeviceContext.cpp ├── DeviceContext.h ├── EditWindow.cpp ├── EditWindow.h ├── FieldWindow.cpp ├── FieldWindow.h ├── GameBearShootWindow.cpp ├── GameBearShootWindow.h ├── GameBustOutWindow.cpp ├── GameBustOutWindow.h ├── GameSSDWindow.cpp ├── GameSSDWindow.h ├── GameWindow.cpp ├── GameWindow.h ├── GuiScript.cpp ├── GuiScript.h ├── ListGUI.cpp ├── ListGUI.h ├── ListGUILocal.h ├── ListWindow.cpp ├── ListWindow.h ├── MarkerWindow.cpp ├── MarkerWindow.h ├── Rectangle.h ├── RegExp.cpp ├── RegExp.h ├── RegExp_old.h ├── RenderWindow.cpp ├── RenderWindow.h ├── SimpleWindow.cpp ├── SimpleWindow.h ├── SliderWindow.cpp ├── SliderWindow.h ├── UserInterface.cpp ├── UserInterface.h ├── UserInterfaceLocal.h ├── Window.cpp ├── Window.h ├── Winvar.cpp └── Winvar.h /.github/ISSUE_TEMPLATE/bug_report.md: -------------------------------------------------------------------------------- 1 | --- 2 | name: Bug report 3 | about: Report a problem with dhewm3 4 | title: '' 5 | labels: '' 6 | assignees: '' 7 | 8 | --- 9 | 10 | 11 | 12 | **Describe the bug** 13 | A short description of what the bug is. 14 | 15 | **Your System** 16 | - What **operating system** are you using, what CPU and GPU, which GPU driver version? 17 | - What **version of dhewm3** are you using? (Also: Official download? Package from Linux distro? MacSourcePorts? Did you compile yourself?) 18 | 19 | **To Reproduce** 20 | Describe how to reproduce the bug 21 | - if it happens while playing: What mod (base game, RoE, or some 3rd-party mod), which level, what do you do there to trigger the bug 22 | - After opening the console (`Shift`+`Esc`) you can enter `map` to print the current map name and `where` to print the coordinates in the level 23 | - if it happens in the menu or similar: describe the steps to trigger the bug 24 | 25 | **Expected and actual behavior** 26 | A clear and concise description of what you expected to happen and what happens instead 27 | 28 | **Additional information** 29 | If applicable, add screenshots or a video to help explain your problem. 30 | Please attach [dhewm3log.txt](https://github.com/dhewm/dhewm3/wiki/FAQ#where-do-i-find-the-config-files-and-savegames-and-dhewm3logtxt) 31 | A **savegame** also often helps to more quickly reproduce a bug 32 | -------------------------------------------------------------------------------- /.github/ISSUE_TEMPLATE/feature_request.md: -------------------------------------------------------------------------------- 1 | --- 2 | name: Feature request 3 | about: Suggest an idea for dhewm3 4 | title: '' 5 | labels: enhancement 6 | assignees: '' 7 | 8 | --- 9 | 10 | 11 | 12 | **Describe the feature you want** 13 | A clear and concise description of what the feature is supposed to do. 14 | Add screenshots or illustrations or whatever if you think it helps explaining. 15 | 16 | **What problem does it solve?** 17 | Describe what problem the feature would solve, or how it would improve the game and, 18 | if a similar feature already exists, why it's not sufficient. 19 | 20 | **Additional information** 21 | If you have ideas how it could be implemented, or what other open source projects to check out that already have the feature, or links with information about the feature or any other additional information, post it here. 22 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | /build* 2 | *~ 3 | .*.swp 4 | *.pyc 5 | .cproject 6 | .project 7 | .settings/ 8 | 9 | /dhewm* 10 | /*-releases/ 11 | /neo/.vs* 12 | /neo/out* 13 | /neo/build* 14 | /.vs* 15 | 16 | /neo/CMakeSettings.json 17 | -------------------------------------------------------------------------------- /COPYING.txt: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/COPYING.txt -------------------------------------------------------------------------------- /base/default.cfg: -------------------------------------------------------------------------------- 1 | # empty file 2 | -------------------------------------------------------------------------------- /base/gamepad-d3xp.cfg: -------------------------------------------------------------------------------- 1 | bind "JOY_BTN_SOUTH" "_moveUp" 2 | bind "JOY_BTN_WEST" "_impulse13" 3 | bind "JOY_BTN_BACK" "_impulse19" 4 | bind "JOY_BTN_LSTICK" "_speed" 5 | bind "JOY_BTN_RSTICK" "_moveDown" 6 | bind "JOY_BTN_LSHOULDER" "_impulse15" 7 | bind "JOY_BTN_RSHOULDER" "_impulse14" 8 | bind "JOY_DPAD_UP" "_impulse8" 9 | bind "JOY_DPAD_DOWN" "_impulse11" 10 | bind "JOY_DPAD_LEFT" "_impulse12" 11 | bind "JOY_DPAD_RIGHT" "_impulse1" 12 | bind "JOY_STICK1_UP" "_forward" 13 | bind "JOY_STICK1_DOWN" "_back" 14 | bind "JOY_STICK1_LEFT" "_moveLeft" 15 | bind "JOY_STICK1_RIGHT" "_moveRight" 16 | bind "JOY_STICK2_UP" "_lookUp" 17 | bind "JOY_STICK2_DOWN" "_lookDown" 18 | bind "JOY_STICK2_LEFT" "_left" 19 | bind "JOY_STICK2_RIGHT" "_right" 20 | bind "JOY_TRIGGER1" "_impulse0" 21 | bind "JOY_TRIGGER2" "_attack" -------------------------------------------------------------------------------- /base/gamepad.cfg: -------------------------------------------------------------------------------- 1 | bind "JOY_BTN_SOUTH" "_moveUp" 2 | bind "JOY_BTN_WEST" "_impulse13" 3 | bind "JOY_BTN_BACK" "_impulse19" 4 | bind "JOY_BTN_LSTICK" "_speed" 5 | bind "JOY_BTN_RSTICK" "_moveDown" 6 | bind "JOY_BTN_LSHOULDER" "_impulse15" 7 | bind "JOY_BTN_RSHOULDER" "_impulse14" 8 | bind "JOY_DPAD_UP" "_impulse5" 9 | bind "JOY_DPAD_DOWN" "_impulse8" 10 | bind "JOY_DPAD_LEFT" "_impulse9" 11 | bind "JOY_DPAD_RIGHT" "_impulse0" 12 | bind "JOY_STICK1_UP" "_forward" 13 | bind "JOY_STICK1_DOWN" "_back" 14 | bind "JOY_STICK1_LEFT" "_moveLeft" 15 | bind "JOY_STICK1_RIGHT" "_moveRight" 16 | bind "JOY_STICK2_UP" "_lookUp" 17 | bind "JOY_STICK2_DOWN" "_lookDown" 18 | bind "JOY_STICK2_LEFT" "_left" 19 | bind "JOY_STICK2_RIGHT" "_right" 20 | bind "JOY_TRIGGER1" "_impulse11" 21 | bind "JOY_TRIGGER2" "_attack" -------------------------------------------------------------------------------- /dist/linux/share/applications/org.dhewm3.Dhewm3.d3xp.desktop: -------------------------------------------------------------------------------- 1 | [Desktop Entry] 2 | Comment=dhewm 3 is a Doom 3 GPL source port 3 | Categories=Game;Shooter; 4 | Exec=dhewm3 +set fs_game d3xp "\\$@" 5 | Icon=org.dhewm3.Dhewm3 6 | Name=Dhewm3 XP 7 | StartupNotify=true 8 | Terminal=false 9 | Type=Application 10 | Keywords=doom;first;person;shooter;dark;singleplayer;multiplayer; 11 | -------------------------------------------------------------------------------- /dist/linux/share/applications/org.dhewm3.Dhewm3.desktop: -------------------------------------------------------------------------------- 1 | [Desktop Entry] 2 | Comment=dhewm 3 is a Doom 3 GPL source port 3 | Categories=Game;Shooter; 4 | Exec=dhewm3 "\\$@" 5 | Icon=org.dhewm3.Dhewm3 6 | Name=Dhewm3 7 | StartupNotify=true 8 | Terminal=false 9 | Type=Application 10 | Keywords=doom;first;person;shooter;dark;singleplayer;multiplayer; 11 | 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4 | Maya_Shutdown 5 | -------------------------------------------------------------------------------- /neo/config.h.in: -------------------------------------------------------------------------------- 1 | #ifndef __DOOM3_CONFIG_H__ 2 | #define __DOOM3_CONFIG_H__ 3 | 4 | #define BUILD_OS "@os@" 5 | #define BUILD_CPU "@cpu@" 6 | 7 | #define BUILD_LIBRARY_SUFFIX "@CMAKE_SHARED_LIBRARY_SUFFIX@" 8 | 9 | #define BUILD_LIBDIR "@libdir@" 10 | #define BUILD_DATADIR "@datadir@" 11 | 12 | #cmakedefine HAVE_JPEG_MEM_SRC 13 | 14 | #cmakedefine ID_ENABLE_CURL 15 | 16 | #endif 17 | -------------------------------------------------------------------------------- /neo/d3xp/gamesys/DebugGraph.h: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | 29 | #ifndef __DEBUGGRAPH_H__ 30 | #define __DEBUGGRAPH_H__ 31 | 32 | #include "idlib/containers/List.h" 33 | #include "idlib/math/Vector.h" 34 | 35 | class idDebugGraph { 36 | public: 37 | idDebugGraph(); 38 | void SetNumSamples( int num ); 39 | void AddValue( float value ); 40 | void Draw( const idVec4 &color, float scale ) const; 41 | 42 | private: 43 | idList samples; 44 | int index; 45 | }; 46 | 47 | #endif 48 | -------------------------------------------------------------------------------- /neo/d3xp/gamesys/SysCmds.h: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | 29 | #ifndef __SYS_CMDS_H__ 30 | #define __SYS_CMDS_H__ 31 | 32 | void D_DrawDebugLines( void ); 33 | 34 | #endif /* !__SYS_CMDS_H__ */ 35 | -------------------------------------------------------------------------------- /neo/framework/BuildVersion.h: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | const int BUILD_NUMBER = 1305; 29 | -------------------------------------------------------------------------------- /neo/framework/DemoChecksum.h: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | 29 | /* 30 | =============================================================================== 31 | 32 | Pak file checksum for demo build. 33 | 34 | =============================================================================== 35 | */ 36 | 37 | // every time a new demo pk4 file is built, this checksum must be updated. 38 | // the easiest way to get it is to just run the game and see what it spits out 39 | #define DEMO_PAK_CHECKSUM 0xfe75bbef 40 | -------------------------------------------------------------------------------- /neo/framework/Unzip.h: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | 29 | #ifndef __UNZIP_H__ 30 | #define __UNZIP_H__ 31 | 32 | #include "framework/minizip/unzip.h" 33 | 34 | // everything that was here is now in unzip.h (most of it was there originally anyway, 35 | // the three custom functions added by id Software were added there) 36 | 37 | #endif /* __UNZIP_H__ */ 38 | -------------------------------------------------------------------------------- /neo/framework/miniz/LICENSE.txt: -------------------------------------------------------------------------------- 1 | Copyright 2013-2014 RAD Game Tools and Valve Software 2 | Copyright 2010-2014 Rich Geldreich and Tenacious Software LLC 3 | 4 | All Rights Reserved. 5 | 6 | Permission is hereby granted, free of charge, to any person obtaining a copy 7 | of this software and associated documentation files (the "Software"), to deal 8 | in the Software without restriction, including without limitation the rights 9 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 10 | copies of the Software, and to permit persons to whom the Software is 11 | furnished to do so, subject to the following conditions: 12 | 13 | The above copyright notice and this permission notice shall be included in 14 | all copies or substantial portions of the Software. 15 | 16 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 17 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 19 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 20 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 21 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 22 | THE SOFTWARE. 23 | -------------------------------------------------------------------------------- /neo/game/gamesys/DebugGraph.h: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | 29 | #ifndef __DEBUGGRAPH_H__ 30 | #define __DEBUGGRAPH_H__ 31 | 32 | #include "idlib/containers/List.h" 33 | #include "idlib/math/Vector.h" 34 | 35 | class idDebugGraph { 36 | public: 37 | idDebugGraph(); 38 | void SetNumSamples( int num ); 39 | void AddValue( float value ); 40 | void Draw( const idVec4 &color, float scale ) const; 41 | 42 | private: 43 | idList samples; 44 | int index; 45 | }; 46 | 47 | #endif 48 | -------------------------------------------------------------------------------- /neo/game/gamesys/SysCmds.h: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | 29 | #ifndef __SYS_CMDS_H__ 30 | #define __SYS_CMDS_H__ 31 | 32 | void D_DrawDebugLines( void ); 33 | 34 | #endif /* !__SYS_CMDS_H__ */ 35 | -------------------------------------------------------------------------------- /neo/idlib/geometry/DrawVert.cpp: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | 29 | #include "sys/platform.h" 30 | 31 | #include "idlib/geometry/DrawVert.h" 32 | 33 | /* 34 | ============= 35 | idDrawVert::Normalize 36 | ============= 37 | */ 38 | void idDrawVert::Normalize( void ) { 39 | normal.Normalize(); 40 | tangents[1].Cross( normal, tangents[0] ); 41 | tangents[1].Normalize(); 42 | tangents[0].Cross( tangents[1], normal ); 43 | tangents[0].Normalize(); 44 | } 45 | -------------------------------------------------------------------------------- /neo/idlib/hashing/CRC32.h: -------------------------------------------------------------------------------- 1 | #ifndef __CRC32_H__ 2 | #define __CRC32_H__ 3 | 4 | /* 5 | =============================================================================== 6 | 7 | Calculates a checksum for a block of data 8 | using the CRC-32. 9 | 10 | =============================================================================== 11 | */ 12 | 13 | void CRC32_InitChecksum( unsigned int &crcvalue ); 14 | void CRC32_UpdateChecksum( unsigned int &crcvalue, const void *data, int length ); 15 | void CRC32_FinishChecksum( unsigned int &crcvalue ); 16 | unsigned int CRC32_BlockChecksum( const void *data, int length ); 17 | 18 | #endif /* !__CRC32_H__ */ 19 | -------------------------------------------------------------------------------- /neo/idlib/hashing/MD4.h: -------------------------------------------------------------------------------- 1 | #ifndef __MD4_H__ 2 | #define __MD4_H__ 3 | 4 | /* 5 | =============================================================================== 6 | 7 | Calculates a checksum for a block of data 8 | using the MD4 message-digest algorithm. 9 | 10 | =============================================================================== 11 | */ 12 | 13 | unsigned int MD4_BlockChecksum( const void *data, int length ); 14 | 15 | #endif /* !__MD4_H__ */ 16 | -------------------------------------------------------------------------------- /neo/idlib/hashing/MD5.h: -------------------------------------------------------------------------------- 1 | #ifndef __MD5_H__ 2 | #define __MD5_H__ 3 | 4 | /* 5 | =============================================================================== 6 | 7 | Calculates a checksum for a block of data 8 | using the MD5 message-digest algorithm. 9 | 10 | =============================================================================== 11 | */ 12 | 13 | unsigned int MD5_BlockChecksum( const void *data, int length ); 14 | 15 | #endif /* !__MD5_H__ */ 16 | -------------------------------------------------------------------------------- /neo/idlib/math/Complex.cpp: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | 29 | #include "sys/platform.h" 30 | 31 | #include "idlib/math/Complex.h" 32 | 33 | idComplex complex_origin( 0.0f, 0.0f ); 34 | 35 | /* 36 | ============= 37 | idComplex::ToString 38 | ============= 39 | */ 40 | const char *idComplex::ToString( int precision ) const { 41 | return idStr::FloatArrayToString( ToFloatPtr(), GetDimension(), precision ); 42 | } 43 | -------------------------------------------------------------------------------- /neo/libs/imgui/.editorconfig: -------------------------------------------------------------------------------- 1 | # See http://editorconfig.org to read about the EditorConfig format. 2 | # - In theory automatically supported by VS2017+ and most common IDE or text editors. 3 | # - In practice VS2019-VS2022 stills don't trim trailing whitespaces correctly :( 4 | # - Suggest installing this to trim whitespaces: 5 | # GitHub https://github.com/madskristensen/TrailingWhitespace 6 | # VS2019 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer 7 | # VS2022 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespace64 8 | # (in spite of its name doesn't only visualize but also trims) 9 | # - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig 10 | 11 | # top-most EditorConfig file 12 | root = true 13 | 14 | # Default settings: 15 | # Use 4 spaces as indentation 16 | [*] 17 | indent_style = space 18 | indent_size = 4 19 | insert_final_newline = true 20 | trim_trailing_whitespace = true 21 | 22 | [imstb_*] 23 | indent_size = 3 24 | trim_trailing_whitespace = false 25 | 26 | [Makefile] 27 | indent_style = tab 28 | indent_size = 4 29 | -------------------------------------------------------------------------------- /neo/libs/imgui/.gitattributes: -------------------------------------------------------------------------------- 1 | * text=auto 2 | 3 | *.c text 4 | *.cpp text 5 | *.h text 6 | *.m text 7 | *.mm text 8 | *.md text 9 | *.txt text 10 | *.html text 11 | *.bat text 12 | *.frag text 13 | *.vert text 14 | *.mkb text 15 | *.icf text 16 | 17 | *.sln text eol=crlf 18 | *.vcxproj text eol=crlf 19 | *.vcxproj.filters text eol=crlf 20 | *.natvis text eol=crlf 21 | 22 | Makefile text eol=lf 23 | *.sh text eol=lf 24 | *.pbxproj text eol=lf 25 | *.storyboard text eol=lf 26 | *.plist text eol=lf 27 | 28 | *.png binary 29 | *.ttf binary 30 | *.lib binary 31 | -------------------------------------------------------------------------------- /neo/libs/imgui/.gitignore: -------------------------------------------------------------------------------- 1 | ## OSX artifacts 2 | .DS_Store 3 | 4 | ## Dear ImGui artifacts 5 | imgui.ini 6 | imgui*.ini 7 | 8 | ## General build artifacts 9 | *.o 10 | *.obj 11 | *.exe 12 | examples/*/Debug/* 13 | examples/*/Release/* 14 | examples/*/x64/* 15 | 16 | ## Visual Studio artifacts 17 | .vs 18 | ipch 19 | *.opensdf 20 | *.log 21 | *.pdb 22 | *.ilk 23 | *.user 24 | *.sdf 25 | *.suo 26 | *.VC.db 27 | *.VC.VC.opendb 28 | 29 | ## Getting files created in JSON/Schemas/Catalog/ from a VS2022 update 30 | JSON/ 31 | 32 | ## Commonly used CMake directories 33 | build*/ 34 | 35 | ## Xcode artifacts 36 | project.xcworkspace 37 | xcuserdata 38 | 39 | ## Emscripten artifacts 40 | examples/*.o.tmp 41 | examples/*.out.js 42 | examples/*.out.wasm 43 | examples/example_glfw_opengl3/web/* 44 | examples/example_glfw_wgpu/web/* 45 | examples/example_glfw_wgpu/external/* 46 | examples/example_sdl2_opengl3/web/* 47 | 48 | ## JetBrains IDE artifacts 49 | .idea 50 | cmake-build-* 51 | 52 | ## Unix executables from our example Makefiles 53 | examples/example_glfw_metal/example_glfw_metal 54 | examples/example_glfw_opengl2/example_glfw_opengl2 55 | examples/example_glfw_opengl3/example_glfw_opengl3 56 | examples/example_glut_opengl2/example_glut_opengl2 57 | examples/example_null/example_null 58 | examples/example_sdl2_metal/example_sdl2_metal 59 | examples/example_sdl2_opengl2/example_sdl2_opengl2 60 | examples/example_sdl2_opengl3/example_sdl2_opengl3 61 | examples/example_sdl2_sdlrenderer/example_sdl2_sdlrenderer 62 | -------------------------------------------------------------------------------- /neo/libs/imgui/LICENSE.txt: -------------------------------------------------------------------------------- 1 | The MIT License (MIT) 2 | 3 | Copyright (c) 2014-2025 Omar Cornut 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /neo/libs/imgui/backends/imgui_impl_dx9.h: -------------------------------------------------------------------------------- 1 | // dear imgui: Renderer Backend for DirectX9 2 | // This needs to be used along with a Platform Backend (e.g. Win32) 3 | 4 | // Implemented features: 5 | // [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! 6 | // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). 7 | // [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. 8 | 9 | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. 10 | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. 11 | // Learn about Dear ImGui: 12 | // - FAQ https://dearimgui.com/faq 13 | // - Getting Started https://dearimgui.com/getting-started 14 | // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). 15 | // - Introduction, links and more at the top of imgui.cpp 16 | 17 | #pragma once 18 | #include "imgui.h" // IMGUI_IMPL_API 19 | #ifndef IMGUI_DISABLE 20 | 21 | struct IDirect3DDevice9; 22 | 23 | // Follow "Getting Started" link and check examples/ folder to learn about using backends! 24 | IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); 25 | IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); 26 | IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); 27 | IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); 28 | 29 | // Use if you want to reset your rendering device without losing Dear ImGui state. 30 | IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); 31 | IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); 32 | 33 | #endif // #ifndef IMGUI_DISABLE 34 | -------------------------------------------------------------------------------- /neo/libs/imgui/backends/sdlgpu3/build_instructions.txt: -------------------------------------------------------------------------------- 1 | 2 | Instructions to rebuild imgui_impl_sdlgpu3_shaders.h 3 | (You don't need to copy this folder if you are using the backend as-is) 4 | 5 | 1) Compile the raw shader files to SPIRV: 6 | 7 | glslc -o vertex.spv -c shader.vert 8 | glslc -o fragment.spv -c shader.frag 9 | 10 | 11 | 2) Build SDL_shadercross (https://github.com/libsdl-org/SDL_shadercross) 12 | 13 | 14 | 3-A) Compiling for the Vulkan Driver: 15 | 16 | Nothing to do, you just need the previous vertex.spv/fragment.spv, proceed to step 4 17 | 18 | 19 | 3-B) Compiling for the DirectX 12 Driver: 20 | 21 | ./shadercross vertex.spv -s SPIRV -d DXBC -t vertex -e main -o vertex.dxbc 22 | ./shadercross fragment.spv -s SPIRV -d DXBC -t fragment -e main -o fragment.dxbc 23 | 24 | Proceed to step 4 25 | 26 | 27 | 3-C) Compiling for Metal (On windows you'll need the Metal Developer Tools for Windows, on linux you might use wine, but I never tested it): 28 | 29 | ./shadercross vertex.spv -s SPIRV -d MSL -t vertex -e main -o vertex.metal 30 | ./shadercross fragment.spv -s SPIRV -d MSL -t fragment -e main -o fragment.metal 31 | 32 | xcrun -sdk macosx metal -o vertex.ir -c vertex.metal 33 | xcrun -sdk macosx metal -o fragment.ir -c fragment.metal 34 | xcrun -sdk macosx metallib -o vertex.metallib -c vertex.ir 35 | xcrun -sdk macosx metallib -o fragment.metallib -c fragment.ir 36 | 37 | Proceed to step 4 38 | 39 | 40 | 4) Use a tool like https://notisrac.github.io/FileToCArray/ or misc/fonts/binary_to_compressed_c.cpp in imgui repository to convert the file to a uint8_t array. 41 | -------------------------------------------------------------------------------- /neo/libs/imgui/backends/sdlgpu3/shader.frag: -------------------------------------------------------------------------------- 1 | #version 450 core 2 | layout(location = 0) out vec4 fColor; 3 | 4 | layout(set=2, binding=0) uniform sampler2D sTexture; 5 | 6 | layout(location = 0) in struct 7 | { 8 | vec4 Color; 9 | vec2 UV; 10 | } In; 11 | 12 | void main() 13 | { 14 | fColor = In.Color * texture(sTexture, In.UV.st); 15 | } 16 | -------------------------------------------------------------------------------- /neo/libs/imgui/backends/sdlgpu3/shader.vert: -------------------------------------------------------------------------------- 1 | #version 450 core 2 | layout(location = 0) in vec2 aPos; 3 | layout(location = 1) in vec2 aUV; 4 | layout(location = 2) in vec4 aColor; 5 | 6 | layout(set=1,binding=0) uniform UBO 7 | { 8 | vec2 uScale; 9 | vec2 uTranslate; 10 | } ubo; 11 | 12 | layout(location = 0) out struct 13 | { 14 | vec4 Color; 15 | vec2 UV; 16 | } Out; 17 | 18 | void main() 19 | { 20 | Out.Color = aColor; 21 | Out.UV = aUV; 22 | gl_Position = vec4(aPos * ubo.uScale + ubo.uTranslate, 0, 1); 23 | gl_Position.y *= -1.0f; 24 | } 25 | -------------------------------------------------------------------------------- /neo/libs/imgui/backends/vulkan/build_instructions.txt: -------------------------------------------------------------------------------- 1 | 2 | Script to rebuild shaders stored inside imgui_impl_vulkan.h 3 | (You don't need to copy this folder if you are using the backend as-is) 4 | 5 | -------------------------------------------------------------------------------- /neo/libs/imgui/backends/vulkan/generate_spv.sh: -------------------------------------------------------------------------------- 1 | #!/bin/bash 2 | ## -V: create SPIR-V binary 3 | ## -x: save binary output as text-based 32-bit hexadecimal numbers 4 | ## -o: output file 5 | glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag 6 | glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert 7 | -------------------------------------------------------------------------------- /neo/libs/imgui/backends/vulkan/glsl_shader.frag: -------------------------------------------------------------------------------- 1 | #version 450 core 2 | layout(location = 0) out vec4 fColor; 3 | 4 | layout(set=0, binding=0) uniform sampler2D sTexture; 5 | 6 | layout(location = 0) in struct { 7 | vec4 Color; 8 | vec2 UV; 9 | } In; 10 | 11 | void main() 12 | { 13 | fColor = In.Color * texture(sTexture, In.UV.st); 14 | } 15 | -------------------------------------------------------------------------------- /neo/libs/imgui/backends/vulkan/glsl_shader.vert: -------------------------------------------------------------------------------- 1 | #version 450 core 2 | layout(location = 0) in vec2 aPos; 3 | layout(location = 1) in vec2 aUV; 4 | layout(location = 2) in vec4 aColor; 5 | 6 | layout(push_constant) uniform uPushConstant { 7 | vec2 uScale; 8 | vec2 uTranslate; 9 | } pc; 10 | 11 | out gl_PerVertex { 12 | vec4 gl_Position; 13 | }; 14 | 15 | layout(location = 0) out struct { 16 | vec4 Color; 17 | vec2 UV; 18 | } Out; 19 | 20 | void main() 21 | { 22 | Out.Color = aColor; 23 | Out.UV = aUV; 24 | gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); 25 | } 26 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/README.txt: -------------------------------------------------------------------------------- 1 | See BACKENDS and EXAMPLES files in the docs/ folder, or on the web at: https://github.com/ocornut/imgui/tree/master/docs 2 | 3 | Backends = Helper code to facilitate integration with platforms/graphics api (used by Examples + should be used by your app). 4 | Examples = Standalone applications showcasing integration with platforms/graphics api. 5 | 6 | Some Examples have extra README files in their respective directory, please check them too! 7 | 8 | Once Dear ImGui is running (in either examples or your own application/game/engine), 9 | run and refer to ImGui::ShowDemoWindow() in imgui_demo.cpp for the end-user API. 10 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_allegro5/README.md: -------------------------------------------------------------------------------- 1 | 2 | # Configuration 3 | 4 | Dear ImGui outputs 16-bit vertex indices by default. 5 | Allegro doesn't support them natively, so we have two solutions: convert the indices manually in imgui_impl_allegro5.cpp, or compile dear imgui with 32-bit indices. 6 | You can either modify imconfig.h that comes with Dear ImGui (easier), or set a C++ preprocessor option IMGUI_USER_CONFIG to find to a filename. 7 | We are providing `imconfig_allegro5.h` that enables 32-bit indices. 8 | Note that the backend supports _BOTH_ 16-bit and 32-bit indices, but 32-bit indices will be slightly faster as they won't require a manual conversion. 9 | 10 | # How to Build 11 | 12 | ### On Ubuntu 14.04+ and macOS 13 | 14 | ```bash 15 | g++ -DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_allegro5.cpp ../../imgui*.cpp -lallegro -lallegro_main -lallegro_primitives -o allegro5_example 16 | ``` 17 | 18 | On macOS, install Allegro with homebrew: `brew install allegro`. 19 | 20 | ### On Windows with Visual Studio's CLI 21 | 22 | You may install Allegro using vcpkg: 23 | ``` 24 | git clone https://github.com/Microsoft/vcpkg 25 | cd vcpkg 26 | bootstrap-vcpkg.bat 27 | vcpkg install allegro5 --triplet=x86-windows ; for win32 28 | vcpkg install allegro5 --triplet=x64-windows ; for win64 29 | vcpkg integrate install ; register include / libs in Visual Studio 30 | ``` 31 | 32 | Build: 33 | ``` 34 | set ALLEGRODIR=path_to_your_allegro5_folder 35 | cl /Zi /MD /utf-8 /I %ALLEGRODIR%\include /DIMGUI_USER_CONFIG=\"examples/example_allegro5/imconfig_allegro5.h\" /I .. /I ..\.. /I ..\..\backends main.cpp ..\..\backends\imgui_impl_allegro5.cpp ..\..\imgui*.cpp /link /LIBPATH:%ALLEGRODIR%\lib allegro-5.0.10-monolith-md.lib user32.lib 36 | ``` 37 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_allegro5/imconfig_allegro5.h: -------------------------------------------------------------------------------- 1 | //----------------------------------------------------------------------------- 2 | // COMPILE-TIME OPTIONS FOR DEAR IMGUI ALLEGRO 5 EXAMPLE 3 | // See imconfig.h for the full template 4 | // Because Allegro doesn't support 16-bit vertex indices, we enable the compile-time option of imgui to use 32-bit indices 5 | //----------------------------------------------------------------------------- 6 | 7 | #pragma once 8 | 9 | // Use 32-bit vertex indices because Allegro doesn't support 16-bit ones 10 | // This allows us to avoid converting vertices format at runtime 11 | #define ImDrawIdx int 12 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_android_opengl3/CMakeLists.txt: -------------------------------------------------------------------------------- 1 | cmake_minimum_required(VERSION 3.6) 2 | 3 | project(ImGuiExample) 4 | 5 | set(CMAKE_CXX_STANDARD 11) 6 | set(CMAKE_CXX_STANDARD_REQUIRED ON) 7 | set(CMAKE_CXX_EXTENSIONS OFF) 8 | 9 | add_library(${CMAKE_PROJECT_NAME} SHARED 10 | ${CMAKE_CURRENT_SOURCE_DIR}/main.cpp 11 | ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui.cpp 12 | ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_demo.cpp 13 | ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_draw.cpp 14 | ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_tables.cpp 15 | ${CMAKE_CURRENT_SOURCE_DIR}/../../imgui_widgets.cpp 16 | ${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_android.cpp 17 | ${CMAKE_CURRENT_SOURCE_DIR}/../../backends/imgui_impl_opengl3.cpp 18 | ${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c 19 | ) 20 | 21 | set(CMAKE_SHARED_LINKER_FLAGS 22 | "${CMAKE_SHARED_LINKER_FLAGS} -u ANativeActivity_onCreate" 23 | ) 24 | 25 | target_compile_definitions(${CMAKE_PROJECT_NAME} PRIVATE 26 | IMGUI_IMPL_OPENGL_ES3 27 | ) 28 | 29 | target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE 30 | ${CMAKE_CURRENT_SOURCE_DIR}/../.. 31 | ${CMAKE_CURRENT_SOURCE_DIR}/../../backends 32 | ${ANDROID_NDK}/sources/android/native_app_glue 33 | ) 34 | 35 | target_link_libraries(${CMAKE_PROJECT_NAME} PRIVATE 36 | android 37 | EGL 38 | GLESv3 39 | log 40 | ) 41 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_android_opengl3/android/.gitignore: -------------------------------------------------------------------------------- 1 | .cxx 2 | .externalNativeBuild 3 | build/ 4 | *.iml 5 | 6 | .idea 7 | .gradle 8 | local.properties 9 | 10 | # Android Studio puts a Gradle wrapper here, that we don't want: 11 | gradle/ 12 | gradlew* 13 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_android_opengl3/android/app/build.gradle: -------------------------------------------------------------------------------- 1 | apply plugin: 'com.android.application' 2 | apply plugin: 'kotlin-android' 3 | 4 | android { 5 | compileSdkVersion 33 6 | buildToolsVersion "33.0.2" 7 | ndkVersion "25.2.9519653" 8 | 9 | defaultConfig { 10 | applicationId "imgui.example.android" 11 | namespace "imgui.example.android" 12 | minSdkVersion 24 13 | targetSdkVersion 33 14 | versionCode 1 15 | versionName "1.0" 16 | } 17 | 18 | buildTypes { 19 | release { 20 | minifyEnabled false 21 | proguardFiles getDefaultProguardFile('proguard-android-optimize.txt') 22 | } 23 | } 24 | 25 | compileOptions { 26 | sourceCompatibility JavaVersion.VERSION_11 27 | targetCompatibility JavaVersion.VERSION_11 28 | } 29 | 30 | kotlinOptions { 31 | jvmTarget="11" 32 | } 33 | 34 | externalNativeBuild { 35 | cmake { 36 | path "../../CMakeLists.txt" 37 | version '3.22.1' 38 | } 39 | } 40 | } 41 | repositories { 42 | mavenCentral() 43 | } 44 | dependencies { 45 | implementation "org.jetbrains.kotlin:kotlin-stdlib-jdk7:$kotlin_version" 46 | } 47 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_android_opengl3/android/app/src/main/AndroidManifest.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 9 | 10 | 15 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_android_opengl3/android/app/src/main/java/MainActivity.kt: -------------------------------------------------------------------------------- 1 | package imgui.example.android 2 | 3 | import android.app.NativeActivity 4 | import android.os.Bundle 5 | import android.content.Context 6 | import android.view.inputmethod.InputMethodManager 7 | import android.view.KeyEvent 8 | import java.util.concurrent.LinkedBlockingQueue 9 | 10 | class MainActivity : NativeActivity() { 11 | public override fun onCreate(savedInstanceState: Bundle?) { 12 | super.onCreate(savedInstanceState) 13 | } 14 | 15 | fun showSoftInput() { 16 | val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager 17 | inputMethodManager.showSoftInput(this.window.decorView, 0) 18 | } 19 | 20 | fun hideSoftInput() { 21 | val inputMethodManager = getSystemService(Context.INPUT_METHOD_SERVICE) as InputMethodManager 22 | inputMethodManager.hideSoftInputFromWindow(this.window.decorView.windowToken, 0) 23 | } 24 | 25 | // Queue for the Unicode characters to be polled from native code (via pollUnicodeChar()) 26 | private var unicodeCharacterQueue: LinkedBlockingQueue = LinkedBlockingQueue() 27 | 28 | // We assume dispatchKeyEvent() of the NativeActivity is actually called for every 29 | // KeyEvent and not consumed by any View before it reaches here 30 | override fun dispatchKeyEvent(event: KeyEvent): Boolean { 31 | if (event.action == KeyEvent.ACTION_DOWN) { 32 | unicodeCharacterQueue.offer(event.getUnicodeChar(event.metaState)) 33 | } 34 | return super.dispatchKeyEvent(event) 35 | } 36 | 37 | fun pollUnicodeChar(): Int { 38 | return unicodeCharacterQueue.poll() ?: 0 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_android_opengl3/android/build.gradle: -------------------------------------------------------------------------------- 1 | buildscript { 2 | ext.kotlin_version = '1.8.0' 3 | repositories { 4 | google() 5 | mavenCentral() 6 | 7 | } 8 | dependencies { 9 | classpath 'com.android.tools.build:gradle:7.4.1' 10 | classpath "org.jetbrains.kotlin:kotlin-gradle-plugin:$kotlin_version" 11 | 12 | } 13 | } 14 | 15 | allprojects { 16 | repositories { 17 | google() 18 | mavenCentral() 19 | } 20 | } 21 | 22 | task clean(type: Delete) { 23 | delete rootProject.buildDir 24 | } 25 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_android_opengl3/android/settings.gradle: -------------------------------------------------------------------------------- 1 | include ':app' 2 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_apple_metal/README.md: -------------------------------------------------------------------------------- 1 | # iOS / OSX Metal example 2 | 3 | ## Introduction 4 | 5 | This example shows how to integrate Dear ImGui with Metal. It is based on the "cross-platform" game template provided with Xcode as of Xcode 9. 6 | 7 | Consider basing your work off the example_glfw_metal/ or example_sdl2_metal/ examples. They are better supported and will be portable unlike this one. 8 | 9 | 10 | 11 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_apple_metal/iOS/Info-iOS.plist: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | CFBundleDevelopmentRegion 6 | $(DEVELOPMENT_LANGUAGE) 7 | CFBundleExecutable 8 | $(EXECUTABLE_NAME) 9 | CFBundleIdentifier 10 | $(PRODUCT_BUNDLE_IDENTIFIER) 11 | CFBundleInfoDictionaryVersion 12 | 6.0 13 | CFBundleName 14 | imgui 15 | CFBundlePackageType 16 | APPL 17 | CFBundleShortVersionString 18 | 1.0 19 | CFBundleVersion 20 | 1 21 | LSRequiresIPhoneOS 22 | 23 | UILaunchStoryboardName 24 | LaunchScreen 25 | UIRequiredDeviceCapabilities 26 | 27 | armv7 28 | metal 29 | 30 | UIRequiresFullScreen 31 | 32 | UIStatusBarHidden 33 | 34 | UISupportedInterfaceOrientations 35 | 36 | UIInterfaceOrientationPortrait 37 | UIInterfaceOrientationLandscapeLeft 38 | UIInterfaceOrientationLandscapeRight 39 | UIInterfaceOrientationPortraitUpsideDown 40 | 41 | UISupportedInterfaceOrientations~ipad 42 | 43 | UIInterfaceOrientationPortrait 44 | UIInterfaceOrientationPortraitUpsideDown 45 | UIInterfaceOrientationLandscapeLeft 46 | UIInterfaceOrientationLandscapeRight 47 | 48 | 49 | 50 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_apple_metal/iOS/LaunchScreen.storyboard: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_apple_metal/macOS/Info-macOS.plist: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | CFBundleDevelopmentRegion 6 | $(DEVELOPMENT_LANGUAGE) 7 | CFBundleExecutable 8 | $(EXECUTABLE_NAME) 9 | CFBundleIconFile 10 | 11 | CFBundleIdentifier 12 | $(PRODUCT_BUNDLE_IDENTIFIER) 13 | CFBundleInfoDictionaryVersion 14 | 6.0 15 | CFBundleName 16 | imgui 17 | CFBundlePackageType 18 | APPL 19 | CFBundleShortVersionString 20 | 1.0 21 | CFBundleVersion 22 | 1 23 | LSMinimumSystemVersion 24 | $(MACOSX_DEPLOYMENT_TARGET) 25 | NSMainStoryboardFile 26 | MainMenu 27 | NSPrincipalClass 28 | NSApplication 29 | 30 | 31 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_glfw_metal/Makefile: -------------------------------------------------------------------------------- 1 | # 2 | # You will need GLFW (http://www.glfw.org): 3 | # brew install glfw 4 | # 5 | 6 | #CXX = g++ 7 | #CXX = clang++ 8 | 9 | EXE = example_glfw_metal 10 | IMGUI_DIR = ../.. 11 | SOURCES = main.mm 12 | SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp 13 | SOURCES += $(IMGUI_DIR)/backends/imgui_impl_glfw.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm 14 | OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) 15 | 16 | LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore 17 | LIBS += -L/usr/local/lib -L/opt/homebrew/lib -L/opt/local/lib 18 | LIBS += -lglfw 19 | 20 | CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include -I/opt/homebrew/include -I/opt/local/include 21 | CXXFLAGS += -Wall -Wformat 22 | CFLAGS = $(CXXFLAGS) 23 | 24 | %.o:%.cpp 25 | $(CXX) $(CXXFLAGS) -c -o $@ $< 26 | 27 | %.o:$(IMGUI_DIR)/%.cpp 28 | $(CXX) $(CXXFLAGS) -c -o $@ $< 29 | 30 | %.o:$(IMGUI_DIR)/backends/%.cpp 31 | $(CXX) $(CXXFLAGS) -c -o $@ $< 32 | 33 | %.o:%.mm 34 | $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< 35 | 36 | %.o:$(IMGUI_DIR)/backends/%.mm 37 | $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< 38 | 39 | all: $(EXE) 40 | @echo Build complete 41 | 42 | $(EXE): $(OBJS) 43 | $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) 44 | 45 | clean: 46 | rm -f $(EXE) $(OBJS) 47 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_glfw_opengl2/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_glfw_opengl2 4 | @set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 9 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_glfw_opengl3/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_glfw_opengl3 4 | @set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 glfw3.lib opengl32.lib gdi32.lib shell32.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 9 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_glfw_vulkan/CMakeLists.txt: -------------------------------------------------------------------------------- 1 | # Example usage: 2 | # mkdir build 3 | # cd build 4 | # cmake -g "Visual Studio 14 2015" .. 5 | 6 | cmake_minimum_required(VERSION 2.8) 7 | project(imgui_example_glfw_vulkan C CXX) 8 | 9 | if(NOT CMAKE_BUILD_TYPE) 10 | set(CMAKE_BUILD_TYPE Debug CACHE STRING "" FORCE) 11 | endif() 12 | 13 | set(CMAKE_CXX_STANDARD 11) 14 | set (CMAKE_C_FLAGS "${CMAKE_C_FLAGS} -DVK_PROTOTYPES") 15 | set (CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -DVK_PROTOTYPES") 16 | 17 | # GLFW 18 | set(GLFW_DIR ../../../glfw) # Set this to point to an up-to-date GLFW repo 19 | option(GLFW_BUILD_EXAMPLES "Build the GLFW example programs" OFF) 20 | option(GLFW_BUILD_TESTS "Build the GLFW test programs" OFF) 21 | option(GLFW_BUILD_DOCS "Build the GLFW documentation" OFF) 22 | option(GLFW_INSTALL "Generate installation target" OFF) 23 | option(GLFW_DOCUMENT_INTERNALS "Include internals in documentation" OFF) 24 | add_subdirectory(${GLFW_DIR} binary_dir EXCLUDE_FROM_ALL) 25 | include_directories(${GLFW_DIR}/include) 26 | 27 | # Dear ImGui 28 | set(IMGUI_DIR ../../) 29 | include_directories(${IMGUI_DIR} ${IMGUI_DIR}/backends ..) 30 | 31 | # Libraries 32 | find_package(Vulkan REQUIRED) 33 | #find_library(VULKAN_LIBRARY 34 | #NAMES vulkan vulkan-1) 35 | #set(LIBRARIES "glfw;${VULKAN_LIBRARY}") 36 | set(LIBRARIES "glfw;Vulkan::Vulkan") 37 | 38 | # Use vulkan headers from glfw: 39 | include_directories(${GLFW_DIR}/deps) 40 | 41 | file(GLOB sources *.cpp) 42 | 43 | add_executable(example_glfw_vulkan ${sources} ${IMGUI_DIR}/backends/imgui_impl_glfw.cpp ${IMGUI_DIR}/backends/imgui_impl_vulkan.cpp ${IMGUI_DIR}/imgui.cpp ${IMGUI_DIR}/imgui_draw.cpp ${IMGUI_DIR}/imgui_demo.cpp ${IMGUI_DIR}/imgui_tables.cpp ${IMGUI_DIR}/imgui_widgets.cpp) 44 | target_link_libraries(example_glfw_vulkan ${LIBRARIES}) 45 | 46 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_glfw_vulkan/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | 3 | @set OUT_EXE=example_glfw_vulkan 4 | @set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-32 /libpath:%VULKAN_SDK%\lib32 glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib 7 | 8 | @set OUT_DIR=Debug 9 | mkdir %OUT_DIR% 10 | cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 11 | 12 | @set OUT_DIR=Release 13 | mkdir %OUT_DIR% 14 | cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 15 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_glfw_vulkan/build_win64.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup 64-bit command-line compiler. 2 | 3 | @set OUT_EXE=example_glfw_vulkan 4 | @set INCLUDES=/I..\.. /I..\..\backends /I..\libs\glfw\include /I %VULKAN_SDK%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_glfw.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:..\libs\glfw\lib-vc2010-64 /libpath:%VULKAN_SDK%\lib glfw3.lib opengl32.lib gdi32.lib shell32.lib vulkan-1.lib 7 | 8 | @set OUT_DIR=Debug 9 | mkdir %OUT_DIR% 10 | cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 11 | 12 | @set OUT_DIR=Release 13 | mkdir %OUT_DIR% 14 | cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 15 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_null/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | mkdir Debug 3 | cl /nologo /Zi /MD /utf-8 /I ..\.. %* *.cpp ..\..\*.cpp /FeDebug/example_null.exe /FoDebug/ /link gdi32.lib shell32.lib imm32.lib 4 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_null/main.cpp: -------------------------------------------------------------------------------- 1 | // dear imgui: "null" example application 2 | // (compile and link imgui, create context, run headless with NO INPUTS, NO GRAPHICS OUTPUT) 3 | // This is useful to test building, but you cannot interact with anything here! 4 | #include "imgui.h" 5 | #include 6 | 7 | int main(int, char**) 8 | { 9 | IMGUI_CHECKVERSION(); 10 | ImGui::CreateContext(); 11 | ImGuiIO& io = ImGui::GetIO(); 12 | 13 | // Build atlas 14 | unsigned char* tex_pixels = nullptr; 15 | int tex_w, tex_h; 16 | io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h); 17 | 18 | for (int n = 0; n < 20; n++) 19 | { 20 | printf("NewFrame() %d\n", n); 21 | io.DisplaySize = ImVec2(1920, 1080); 22 | io.DeltaTime = 1.0f / 60.0f; 23 | ImGui::NewFrame(); 24 | 25 | static float f = 0.0f; 26 | ImGui::Text("Hello, world!"); 27 | ImGui::SliderFloat("float", &f, 0.0f, 1.0f); 28 | ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate); 29 | ImGui::ShowDemoWindow(nullptr); 30 | 31 | ImGui::Render(); 32 | } 33 | 34 | printf("DestroyContext()\n"); 35 | ImGui::DestroyContext(); 36 | return 0; 37 | } 38 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_sdl2_directx11/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_sdl2_directx11 4 | @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib shell32.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 9 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_sdl2_metal/Makefile: -------------------------------------------------------------------------------- 1 | # 2 | # You will need SDL2 (http://www.libsdl.org): 3 | # brew install sdl2 4 | # 5 | 6 | #CXX = g++ 7 | #CXX = clang++ 8 | 9 | EXE = example_sdl2_metal 10 | IMGUI_DIR = ../.. 11 | SOURCES = main.mm 12 | SOURCES += $(IMGUI_DIR)/imgui.cpp $(IMGUI_DIR)/imgui_demo.cpp $(IMGUI_DIR)/imgui_draw.cpp $(IMGUI_DIR)/imgui_tables.cpp $(IMGUI_DIR)/imgui_widgets.cpp 13 | SOURCES += $(IMGUI_DIR)/backends/imgui_impl_sdl2.cpp $(IMGUI_DIR)/backends/imgui_impl_metal.mm 14 | OBJS = $(addsuffix .o, $(basename $(notdir $(SOURCES)))) 15 | 16 | LIBS = -framework Metal -framework MetalKit -framework Cocoa -framework IOKit -framework CoreVideo -framework QuartzCore 17 | LIBS += `sdl2-config --libs` 18 | LIBS += -L/usr/local/lib 19 | 20 | CXXFLAGS = -std=c++11 -I$(IMGUI_DIR) -I$(IMGUI_DIR)/backends -I/usr/local/include 21 | CXXFLAGS += `sdl2-config --cflags` 22 | CXXFLAGS += -Wall -Wformat 23 | CFLAGS = $(CXXFLAGS) 24 | 25 | %.o:%.cpp 26 | $(CXX) $(CXXFLAGS) -c -o $@ $< 27 | 28 | %.o:$(IMGUI_DIR)/%.cpp 29 | $(CXX) $(CXXFLAGS) -c -o $@ $< 30 | 31 | %.o:$(IMGUI_DIR)/backends/%.cpp 32 | $(CXX) $(CXXFLAGS) -c -o $@ $< 33 | 34 | %.o:%.mm 35 | $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< 36 | 37 | %.o:$(IMGUI_DIR)/backends/%.mm 38 | $(CXX) $(CXXFLAGS) -ObjC++ -fobjc-weak -fobjc-arc -c -o $@ $< 39 | 40 | all: $(EXE) 41 | @echo Build complete 42 | 43 | $(EXE): $(OBJS) 44 | $(CXX) -o $@ $^ $(CXXFLAGS) $(LIBS) 45 | 46 | clean: 47 | rm -f $(EXE) $(OBJS) 48 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_sdl2_opengl2/README.md: -------------------------------------------------------------------------------- 1 | 2 | # How to Build 3 | 4 | - On Windows with Visual Studio's IDE 5 | 6 | Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary. 7 | 8 | - On Windows with Visual Studio's CLI 9 | 10 | ``` 11 | set SDL2_DIR=path_to_your_sdl2_folder 12 | cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console 13 | # ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries 14 | # or for 64-bit: 15 | cl /Zi /MD /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_opengl2.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib opengl32.lib /subsystem:console 16 | ``` 17 | 18 | - On Linux and similar Unixes 19 | 20 | ``` 21 | c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL 22 | ``` 23 | 24 | - On Mac OS X 25 | 26 | ``` 27 | brew install sdl2 28 | c++ `sdl2-config --cflags` -I .. -I ../.. -I ../../backends main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_opengl2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl 29 | ``` 30 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_sdl2_opengl2/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_sdl2_opengl2 4 | @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl2.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 9 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_sdl2_opengl3/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_sdl2_opengl3 4 | @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib opengl32.lib shell32.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 9 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_sdl2_sdlrenderer2/README.md: -------------------------------------------------------------------------------- 1 | 2 | # How to Build 3 | 4 | - On Windows with Visual Studio's CLI 5 | 6 | ``` 7 | set SDL2_DIR=path_to_your_sdl2_folder 8 | cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib /subsystem:console 9 | # ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries 10 | # or for 64-bit: 11 | cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL2_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp /FeDebug/example_sdl2_sdlrenderer.exe /FoDebug/ /link /libpath:%SDL2_DIR%\lib\x64 SDL2.lib SDL2main.lib /subsystem:console 12 | ``` 13 | 14 | - On Linux and similar Unixes 15 | 16 | ``` 17 | c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer2.cpp ../../imgui*.cpp `sdl2-config --libs` -lGL 18 | ``` 19 | 20 | - On Mac OS X 21 | 22 | ``` 23 | brew install sdl2 24 | c++ `sdl2-config --cflags` -I .. -I ../.. main.cpp ../../backends/imgui_impl_sdl2.cpp ../../backends/imgui_impl_sdlrenderer2.cpp ../../imgui*.cpp `sdl2-config --libs` -framework OpenGl 25 | ``` 26 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_sdl2_sdlrenderer2/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_sdl2_sdlrenderer_ 4 | @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_sdlrenderer2.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 SDL2.lib SDL2main.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 9 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_sdl2_vulkan/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | 3 | @set OUT_EXE=example_sdl2_vulkan 4 | @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib 7 | 8 | @set OUT_DIR=Debug 9 | mkdir %OUT_DIR% 10 | cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 11 | 12 | @set OUT_DIR=Release 13 | @REM mkdir %OUT_DIR% 14 | @REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 15 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_sdl2_vulkan/build_win64.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler. 2 | 3 | @set OUT_EXE=example_sdl2_vulkan 4 | @set INCLUDES=/I..\.. /I..\..\backends /I%SDL2_DIR%\include /I %VULKAN_SDK%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl2.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:%SDL2_DIR%\lib\x64 /libpath:%VULKAN_SDK%\lib SDL2.lib SDL2main.lib shell32.lib vulkan-1.lib 7 | 8 | @set OUT_DIR=Debug 9 | mkdir %OUT_DIR% 10 | cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 11 | 12 | @set OUT_DIR=Release 13 | @REM mkdir %OUT_DIR% 14 | @REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 15 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_sdl3_opengl3/README.md: -------------------------------------------------------------------------------- 1 | 2 | # How to Build 3 | 4 | ## Windows with Visual Studio's IDE 5 | 6 | Use the provided project file (.vcxproj). Add to solution (imgui_examples.sln) if necessary. 7 | 8 | ## Windows with Visual Studio's CLI 9 | 10 | Use build_win32.bat or directly: 11 | ``` 12 | set SDL3_DIR=path_to_your_sdl3_folder 13 | cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib /subsystem:console 14 | # ^^ include paths ^^ source files ^^ output exe ^^ output dir ^^ libraries 15 | # or for 64-bit: 16 | cl /Zi /MD /utf-8 /I.. /I..\.. /I%SDL3_DIR%\include main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp /FeDebug/example_sdl3_opengl3.exe /FoDebug/ /link /libpath:%SDL3_DIR%\lib\x64 SDL3.lib SDL2mainopengl32.lib /subsystem:console 17 | ``` 18 | 19 | ## Linux and similar Unixes 20 | 21 | Use our Makefile or directly: 22 | ``` 23 | c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends 24 | main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp 25 | `sdl3-config --libs` -lGL -ldl 26 | ``` 27 | 28 | ## macOS 29 | 30 | Use our Makefile or directly: 31 | ``` 32 | brew install sdl3 33 | c++ `sdl3-config --cflags` -I .. -I ../.. -I ../../backends 34 | main.cpp ../../backends/imgui_impl_sdl3.cpp ../../backends/imgui_impl_opengl3.cpp ../../imgui*.cpp 35 | `sdl3-config --libs` -framework OpenGl -framework CoreFoundation 36 | ``` 37 | 38 | ## Emscripten 39 | 40 | As of 2023-05-30 Emscripten doesn't support SDL3 yet. 41 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_sdl3_opengl3/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | 3 | @set OUT_EXE=example_sdl3_opengl3 4 | @set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib opengl32.lib shell32.lib 7 | 8 | @set OUT_DIR=Debug 9 | mkdir %OUT_DIR% 10 | cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 11 | 12 | @set OUT_DIR=Release 13 | @REM mkdir %OUT_DIR% 14 | @REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 15 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_sdl3_opengl3/build_win64.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler. 2 | 3 | @set OUT_EXE=example_sdl3_opengl3 4 | @set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 SDL3.lib opengl32.lib shell32.lib 7 | 8 | @set OUT_DIR=Debug 9 | mkdir %OUT_DIR% 10 | cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 11 | 12 | @set OUT_DIR=Release 13 | @REM mkdir %OUT_DIR% 14 | @REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 15 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_sdl3_sdlgpu3/build_win64.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler. 2 | 3 | @set OUT_EXE=example_sdl3_sdlgpu3 4 | @set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlgpu3.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 SDL3.lib shell32.lib 7 | 8 | @set OUT_DIR=Debug 9 | mkdir %OUT_DIR% 10 | cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 11 | 12 | @set OUT_DIR=Release 13 | @REM mkdir %OUT_DIR% 14 | @REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 15 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_sdl3_sdlrenderer3/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_sdl3_sdlrenderer3 4 | @set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_sdlrenderer3.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 SDL3.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 9 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_sdl3_vulkan/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | 3 | @set OUT_EXE=example_sdl3_vulkan 4 | @set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I %VULKAN_SDK%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:%SDL3_DIR%\lib\x86 /libpath:%VULKAN_SDK%\lib32 SDL3.lib shell32.lib vulkan-1.lib 7 | 8 | @set OUT_DIR=Debug 9 | mkdir %OUT_DIR% 10 | cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 11 | 12 | @set OUT_DIR=Release 13 | @REM mkdir %OUT_DIR% 14 | @REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 15 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_sdl3_vulkan/build_win64.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars64.bat or vcvarsall.bat to setup command-line compiler. 2 | 3 | @set OUT_EXE=example_sdl3_vulkan 4 | @set INCLUDES=/I..\.. /I..\..\backends /I%SDL3_DIR%\include /I %VULKAN_SDK%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_sdl3.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:%SDL3_DIR%\lib\x64 /libpath:%VULKAN_SDK%\lib SDL3.lib shell32.lib vulkan-1.lib 7 | 8 | @set OUT_DIR=Debug 9 | mkdir %OUT_DIR% 10 | cl /nologo /Zi /MD /utf-8 %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 11 | 12 | @set OUT_DIR=Release 13 | @REM mkdir %OUT_DIR% 14 | @REM cl /nologo /Zi /MD /utf-8 /Ox /Oi %INCLUDES% %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% /subsystem:console 15 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_win32_directx10/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_win32_directx10 4 | @set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\backends\imgui_impl_dx10.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d10.lib d3dcompiler.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 9 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_win32_directx11/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_win32_directx11 4 | @set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I "%DXSDK_DIR%Include" 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_dx11.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d11.lib d3dcompiler.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 9 | 10 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_win32_directx12/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_win32_directx12 4 | @set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_dx12.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp 6 | @set LIBS=d3d12.lib d3dcompiler.lib dxgi.lib 7 | mkdir Debug 8 | cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 9 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_win32_directx9/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_win32_directx9 4 | @set INCLUDES=/I..\.. /I..\..\backends /I "%DXSDK_DIR%/Include" 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_dx9.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp 6 | @set LIBS=/LIBPATH:"%DXSDK_DIR%/Lib/x86" d3d9.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 9 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_win32_opengl3/build_mingw.bat: -------------------------------------------------------------------------------- 1 | @REM Build for MINGW64 or 32 from MSYS2. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_win32_opengl3 4 | @set INCLUDES=-I../.. -I../../backends 5 | @set SOURCES=main.cpp ../../backends/imgui_impl_opengl3.cpp ../../backends/imgui_impl_win32.cpp ../../imgui*.cpp 6 | @set LIBS=-lopengl32 -lgdi32 -ldwmapi 7 | mkdir %OUT_DIR% 8 | g++ -DUNICODE %INCLUDES% %SOURCES% -o %OUT_DIR%/%OUT_EXE%.exe --static -mwindows %LIBS% %LIBS% 9 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_win32_opengl3/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_win32_opengl3 4 | @set INCLUDES=/I..\.. /I..\..\backends 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_opengl3.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp 6 | @set LIBS=opengl32.lib 7 | mkdir %OUT_DIR% 8 | cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 9 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_win32_vulkan/build_win32.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_win32_vulkan 4 | @set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I %VULKAN_SDK%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp 6 | @set LIBS=/libpath:%VULKAN_SDK%\lib32 vulkan-1.lib 7 | 8 | mkdir %OUT_DIR% 9 | cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 10 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/example_win32_vulkan/build_win64.bat: -------------------------------------------------------------------------------- 1 | @REM Build for Visual Studio compiler. Run your copy of vcvars32.bat or vcvarsall.bat to setup command-line compiler. 2 | @set OUT_DIR=Debug 3 | @set OUT_EXE=example_win32_vulkan 4 | @set INCLUDES=/I..\.. /I..\..\backends /I "%WindowsSdkDir%Include\um" /I "%WindowsSdkDir%Include\shared" /I %VULKAN_SDK%\include 5 | @set SOURCES=main.cpp ..\..\backends\imgui_impl_vulkan.cpp ..\..\backends\imgui_impl_win32.cpp ..\..\imgui*.cpp 6 | @set LIBS=/libpath:%VULKAN_SDK%\lib vulkan-1.lib 7 | 8 | mkdir %OUT_DIR% 9 | cl /nologo /Zi /MD /utf-8 %INCLUDES% /D UNICODE /D _UNICODE %SOURCES% /Fe%OUT_DIR%/%OUT_EXE%.exe /Fo%OUT_DIR%/ /link %LIBS% 10 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/libs/glfw/COPYING.txt: -------------------------------------------------------------------------------- 1 | Copyright (c) 2002-2006 Marcus Geelnard 2 | Copyright (c) 2006-2010 Camilla Berglund 3 | 4 | This software is provided 'as-is', without any express or implied 5 | warranty. In no event will the authors be held liable for any damages 6 | arising from the use of this software. 7 | 8 | Permission is granted to anyone to use this software for any purpose, 9 | including commercial applications, and to alter it and redistribute it 10 | freely, subject to the following restrictions: 11 | 12 | 1. The origin of this software must not be misrepresented; you must not 13 | claim that you wrote the original software. If you use this software 14 | in a product, an acknowledgment in the product documentation would 15 | be appreciated but is not required. 16 | 17 | 2. Altered source versions must be plainly marked as such, and must not 18 | be misrepresented as being the original software. 19 | 20 | 3. This notice may not be removed or altered from any source 21 | distribution. 22 | 23 | -------------------------------------------------------------------------------- /neo/libs/imgui/examples/libs/glfw/lib-vc2010-32/glfw3.lib: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/libs/imgui/examples/libs/glfw/lib-vc2010-32/glfw3.lib -------------------------------------------------------------------------------- /neo/libs/imgui/examples/libs/glfw/lib-vc2010-64/glfw3.lib: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/libs/imgui/examples/libs/glfw/lib-vc2010-64/glfw3.lib -------------------------------------------------------------------------------- /neo/libs/imgui/examples/libs/usynergy/README.txt: -------------------------------------------------------------------------------- 1 | 2 | uSynergy client -- Implementation for the embedded Synergy client library 3 | version 1.0.0, July 7th, 2012 4 | Copyright (c) 2012 Alex Evans 5 | 6 | This is a copy of the files once found at: 7 | https://github.com/symless/synergy-core/tree/790d108a56ada9caad8e56ff777d444485a69da9/src/micro 8 | 9 | -------------------------------------------------------------------------------- /neo/libs/imgui/misc/README.txt: -------------------------------------------------------------------------------- 1 | 2 | misc/cpp/ 3 | InputText() wrappers for C++ standard library (STL) type: std::string. 4 | This is also an example of how you may wrap your own similar types. 5 | 6 | misc/debuggers/ 7 | Helper files for popular debuggers. 8 | With the .natvis file, types like ImVector<> will be displayed nicely in Visual Studio debugger. 9 | 10 | misc/fonts/ 11 | Fonts loading/merging instructions (e.g. How to handle glyph ranges, how to merge icons fonts). 12 | Command line tool "binary_to_compressed_c" to create compressed arrays to embed data in source code. 13 | Suggested fonts and links. 14 | 15 | misc/freetype/ 16 | Font atlas builder/rasterizer using FreeType instead of stb_truetype. 17 | Benefit from better FreeType rasterization, in particular for small fonts. 18 | 19 | misc/single_file/ 20 | Single-file header stub. 21 | We use this to validate compiling all *.cpp files in a same compilation unit. 22 | Users of that technique (also called "Unity builds") can generally provide this themselves, 23 | so we don't really recommend you use this in your projects. 24 | -------------------------------------------------------------------------------- /neo/libs/imgui/misc/cpp/README.txt: -------------------------------------------------------------------------------- 1 | 2 | imgui_stdlib.h + imgui_stdlib.cpp 3 | InputText() wrappers for C++ standard library (STL) type: std::string. 4 | This is also an example of how you may wrap your own similar types. 5 | 6 | imgui_scoped.h 7 | [Experimental, not currently in main repository] 8 | Additional header file with some RAII-style wrappers for common Dear ImGui functions. 9 | Try by merging: https://github.com/ocornut/imgui/pull/2197 10 | Discuss at: https://github.com/ocornut/imgui/issues/2096 11 | 12 | See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki: 13 | https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness 14 | -------------------------------------------------------------------------------- /neo/libs/imgui/misc/cpp/imgui_stdlib.h: -------------------------------------------------------------------------------- 1 | // dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.) 2 | // This is also an example of how you may wrap your own similar types. 3 | 4 | // Changelog: 5 | // - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string 6 | 7 | // See more C++ related extension (fmt, RAII, syntaxis sugar) on Wiki: 8 | // https://github.com/ocornut/imgui/wiki/Useful-Extensions#cness 9 | 10 | #pragma once 11 | 12 | #ifndef IMGUI_DISABLE 13 | 14 | #include 15 | 16 | namespace ImGui 17 | { 18 | // ImGui::InputText() with std::string 19 | // Because text input needs dynamic resizing, we need to setup a callback to grow the capacity 20 | IMGUI_API bool InputText(const char* label, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr); 21 | IMGUI_API bool InputTextMultiline(const char* label, std::string* str, const ImVec2& size = ImVec2(0, 0), ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr); 22 | IMGUI_API bool InputTextWithHint(const char* label, const char* hint, std::string* str, ImGuiInputTextFlags flags = 0, ImGuiInputTextCallback callback = nullptr, void* user_data = nullptr); 23 | } 24 | 25 | #endif // #ifndef IMGUI_DISABLE 26 | -------------------------------------------------------------------------------- /neo/libs/imgui/misc/debuggers/README.txt: -------------------------------------------------------------------------------- 1 | 2 | HELPER FILES FOR POPULAR DEBUGGERS 3 | 4 | imgui.gdb 5 | GDB: disable stepping into trivial functions. 6 | (read comments inside file for details) 7 | 8 | imgui.natstepfilter 9 | Visual Studio Debugger: disable stepping into trivial functions. 10 | (read comments inside file for details) 11 | 12 | imgui.natvis 13 | Visual Studio Debugger: describe Dear ImGui types for better display. 14 | With this, types like ImVector<> will be displayed nicely in the debugger. 15 | (read comments inside file for details) 16 | 17 | -------------------------------------------------------------------------------- /neo/libs/imgui/misc/debuggers/imgui.gdb: -------------------------------------------------------------------------------- 1 | # GDB configuration to aid debugging experience 2 | 3 | # To enable these customizations edit $HOME/.gdbinit (or ./.gdbinit if local gdbinit is enabled) and add: 4 | # add-auto-load-safe-path /path/to/imgui.gdb 5 | # source /path/to/imgui.gdb 6 | # 7 | # More Information at: 8 | # * https://sourceware.org/gdb/current/onlinedocs/gdb/gdbinit-man.html 9 | # * https://sourceware.org/gdb/current/onlinedocs/gdb/Init-File-in-the-Current-Directory.html#Init-File-in-the-Current-Directory 10 | 11 | # Disable stepping into trivial functions 12 | skip -rfunction Im(Vec2|Vec4|Strv|Vector|Span)::.+ 13 | -------------------------------------------------------------------------------- /neo/libs/imgui/misc/debuggers/imgui.natstepfilter: -------------------------------------------------------------------------------- 1 | 2 | 18 | 19 | 20 | 21 | 22 | 23 | (ImVec2|ImVec4|ImStrv)::.+ 24 | NoStepInto 25 | 26 | 27 | (ImVector|ImSpan).*::operator.+ 28 | NoStepInto 29 | 30 | 31 | 32 | -------------------------------------------------------------------------------- /neo/libs/imgui/misc/fonts/Cousine-Regular.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/libs/imgui/misc/fonts/Cousine-Regular.ttf -------------------------------------------------------------------------------- /neo/libs/imgui/misc/fonts/DroidSans.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/libs/imgui/misc/fonts/DroidSans.ttf -------------------------------------------------------------------------------- /neo/libs/imgui/misc/fonts/Karla-Regular.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/libs/imgui/misc/fonts/Karla-Regular.ttf -------------------------------------------------------------------------------- /neo/libs/imgui/misc/fonts/ProggyClean.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/libs/imgui/misc/fonts/ProggyClean.ttf -------------------------------------------------------------------------------- /neo/libs/imgui/misc/fonts/ProggyTiny.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/libs/imgui/misc/fonts/ProggyTiny.ttf -------------------------------------------------------------------------------- /neo/libs/imgui/misc/fonts/Roboto-Medium.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/libs/imgui/misc/fonts/Roboto-Medium.ttf -------------------------------------------------------------------------------- /neo/libs/imgui/misc/single_file/imgui_single_file.h: -------------------------------------------------------------------------------- 1 | // dear imgui: single-file wrapper include 2 | // We use this to validate compiling all *.cpp files in a same compilation unit. 3 | // Users of that technique (also called "Unity builds") can generally provide this themselves, 4 | // so we don't really recommend you use this in your projects. 5 | 6 | // Do this: 7 | // #define IMGUI_IMPLEMENTATION 8 | // Before you include this file in *one* C++ file to create the implementation. 9 | // Using this in your project will leak the contents of imgui_internal.h and ImVec2 operators in this compilation unit. 10 | 11 | #ifdef IMGUI_IMPLEMENTATION 12 | #define IMGUI_DEFINE_MATH_OPERATORS 13 | #endif 14 | 15 | #include "../../imgui.h" 16 | #ifdef IMGUI_ENABLE_FREETYPE 17 | #include "../../misc/freetype/imgui_freetype.h" 18 | #endif 19 | 20 | #ifdef IMGUI_IMPLEMENTATION 21 | #include "../../imgui.cpp" 22 | #include "../../imgui_demo.cpp" 23 | #include "../../imgui_draw.cpp" 24 | #include "../../imgui_tables.cpp" 25 | #include "../../imgui_widgets.cpp" 26 | #ifdef IMGUI_ENABLE_FREETYPE 27 | #include "../../misc/freetype/imgui_freetype.cpp" 28 | #endif 29 | #endif 30 | -------------------------------------------------------------------------------- /neo/mmakefile.src: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/mmakefile.src -------------------------------------------------------------------------------- /neo/renderer/stblib_impls.c: -------------------------------------------------------------------------------- 1 | // this source file includes the implementations of stb_image and stb_image_write 2 | // having it in a separate source file allows optimizing it in debug builds (for faster load times) 3 | // without hurting the debugability of the source files stb_image(_write) is used in 4 | 5 | // include this first, otherwise build breaks because of use_idStr_* #defines in Str.h 6 | #if defined(__APPLE__) && !defined(__clang__) && defined(__GNUC__) && __GNUC__ < 5 7 | // Extra-Hack for ancient GCC 4.2-based Apple compilers that don't support __thread 8 | #define STBI_NO_THREAD_LOCALS 9 | #endif 10 | #define STB_IMAGE_IMPLEMENTATION 11 | #define STBI_NO_HDR 12 | #define STBI_NO_LINEAR 13 | #define STBI_ONLY_JPEG // at least for now, only use it for JPEG 14 | #define STBI_NO_STDIO // images are passed as buffers 15 | #include "stb_image.h" 16 | 17 | 18 | #include "framework/miniz/miniz.h" 19 | 20 | static unsigned char* compress_for_stbiw(unsigned char* data, int data_len, int* out_len, int quality) 21 | { 22 | uLongf bufSize = compressBound(data_len); 23 | // note that buf will be free'd by stb_image_write.h 24 | // with STBIW_FREE() (plain free() by default) 25 | unsigned char* buf = (unsigned char*)malloc(bufSize); 26 | if (buf == NULL) return NULL; 27 | if (compress2(buf, &bufSize, data, data_len, quality) != Z_OK) 28 | { 29 | free(buf); 30 | return NULL; 31 | } 32 | *out_len = bufSize; 33 | 34 | return buf; 35 | } 36 | 37 | #define STB_IMAGE_WRITE_IMPLEMENTATION 38 | #define STBIW_ZLIB_COMPRESS compress_for_stbiw 39 | #include "stb_image_write.h" 40 | 41 | -------------------------------------------------------------------------------- /neo/sound/efxlib.h: -------------------------------------------------------------------------------- 1 | /* 2 | */ 3 | 4 | #ifndef __EFXLIBH 5 | #define __EFXLIBH 6 | 7 | #include "idlib/containers/List.h" 8 | #include "idlib/Str.h" 9 | #include "idlib/Lexer.h" 10 | #include "idlib/Heap.h" 11 | #include "framework/Common.h" 12 | #include "sound/sound.h" 13 | 14 | #define EFX_VERBOSE 0 15 | 16 | #if EFX_VERBOSE 17 | #define EFXprintf(...) do { common->Printf(__VA_ARGS__); } while (false) 18 | #else 19 | #define EFXprintf(...) do { } while (false) 20 | #endif 21 | 22 | struct idSoundEffect { 23 | idSoundEffect(); 24 | ~idSoundEffect(); 25 | 26 | bool alloc(); 27 | 28 | idStr name; 29 | ALuint effect; 30 | }; 31 | 32 | class idEFXFile { 33 | public: 34 | idEFXFile(); 35 | ~idEFXFile(); 36 | 37 | bool FindEffect( idStr &name, ALuint *effect ); 38 | bool LoadFile( const char *filename, bool OSPath = false ); 39 | void Clear( void ); 40 | 41 | private: 42 | bool ReadEffect( idLexer &lexer, idSoundEffect *effect ); 43 | 44 | idListeffects; 45 | }; 46 | 47 | #endif // __EFXLIBH 48 | -------------------------------------------------------------------------------- /neo/sound/stbvorbis_impl.c: -------------------------------------------------------------------------------- 1 | // this source file includes the implementation of stb_vorbis 2 | // having it in a separate source file allows optimizing it in debug builds (for faster load times) 3 | // without hurting the debugability of the source files it's used in 4 | 5 | // (I'm doing this instead of renaming stb_vorbis.h to stb_vorbis.c so the configuration 6 | // like STB_VORBIS_BIG_ENDIAN etc can be done here in code) 7 | 8 | #if D3_IS_BIG_ENDIAN 9 | #define STB_VORBIS_BIG_ENDIAN 10 | #endif 11 | #define STB_VORBIS_NO_STDIO 12 | #define STB_VORBIS_NO_PUSHDATA_API // we're using the pulldata API 13 | #include "stb_vorbis.h" 14 | -------------------------------------------------------------------------------- /neo/sys/aros/ADoom3.info.src: -------------------------------------------------------------------------------- 1 | TYPE = TOOL 2 | STACK = 10000000 3 | -------------------------------------------------------------------------------- /neo/sys/aros/ADoom3.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/aros/ADoom3.png -------------------------------------------------------------------------------- /neo/sys/aros/ROE.info.src: -------------------------------------------------------------------------------- 1 | TYPE = PROJECT 2 | DEFAULTTOOL = C:IconX 3 | -------------------------------------------------------------------------------- /neo/sys/aros/ROE.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/aros/ROE.png -------------------------------------------------------------------------------- /neo/sys/aros/aros_dedicated.cpp: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | 29 | #include "sys/platform.h" 30 | #include "renderer/tr_local.h" 31 | #include "sys/aros/aros_public.h" 32 | 33 | #include "sys/aros/aros_local.h" 34 | 35 | /* 36 | ================ 37 | Sys_GetVideoRam 38 | returns in megabytes 39 | ================ 40 | */ 41 | 42 | struct Library *MesaBase; 43 | 44 | int Sys_GetVideoRam( void ) { 45 | return 64; 46 | } 47 | -------------------------------------------------------------------------------- /neo/sys/aros/aros_local.h: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | #ifndef __AROS_LOCAL_H__ 29 | #define __AROS_LOCAL_H__ 30 | 31 | #include "renderer/RenderSystem.h" 32 | #include "renderer/tr_local.h" 33 | 34 | // input.cpp 35 | void Sys_XEvents(); 36 | void Sys_XUninstallGrabs(); 37 | 38 | 39 | #define KEY_MASK (1 << 0) 40 | #define MOUSE_MASK (1 << 1) 41 | #define X_MASK (KEY_MASK | MOUSE_MASK | 1 << 2) 42 | 43 | #endif 44 | -------------------------------------------------------------------------------- /neo/sys/aros/dll/dllglue.c: -------------------------------------------------------------------------------- 1 | /* 2 | ** This file contains glue linked into the "shared" object 3 | */ 4 | 5 | #define DEBUG 1 6 | 7 | #include 8 | #include 9 | 10 | #include "sys/aros/dll/dll.h" 11 | 12 | extern void *GetGameAPI(void *); 13 | 14 | void* dllFindResource(int id, char *pType) 15 | { 16 | return NULL; 17 | } 18 | 19 | void* dllLoadResource(void *pHandle) 20 | { 21 | return NULL; 22 | } 23 | 24 | void dllFreeResource(void *pHandle) 25 | { 26 | return; 27 | } 28 | 29 | dll_tExportSymbol DLL_ExportSymbols[] = 30 | { 31 | {dllFindResource, "dllFindResource"}, 32 | {dllLoadResource, "dllLoadResource"}, 33 | {dllFreeResource, "dllFreeResource"}, 34 | {(void *)GetGameAPI, "GetGameAPI"}, 35 | {0,0} 36 | }; 37 | 38 | dll_tImportSymbol DLL_ImportSymbols[] = 39 | { 40 | {0,0,0,0} 41 | }; 42 | 43 | int DLL_Init(void) 44 | { 45 | return 1; 46 | } 47 | 48 | void DLL_DeInit(void) 49 | { 50 | } 51 | -------------------------------------------------------------------------------- /neo/sys/aros/dll/dllimport.c: -------------------------------------------------------------------------------- 1 | /* 2 | ** This file handles the implicit (loadtime) imports. 3 | ** For a DLL its called automatically but a normal executable must call it manually 4 | ** if it wants to import symbols from a DLL 5 | */ 6 | 7 | #define __DLL_LIB_BUILD 8 | 9 | #include "dll.h" 10 | #include 11 | #include 12 | 13 | int dllImportSymbols() 14 | { 15 | dll_tImportSymbol *symtable=DLL_ImportSymbols; //reference caller's import symbol table 16 | 17 | while(symtable->SymbolPointer) //End of table ?? 18 | { 19 | void *sym; 20 | void *h=dllInternalLoadLibrary(symtable->DLLFileName,symtable->DLLPortName,0L); 21 | 22 | if(!h) 23 | return 0L; 24 | 25 | sym=dllGetProcAddress(h,symtable->SymbolName); 26 | 27 | if(!sym) 28 | return 0L; 29 | 30 | *symtable->SymbolPointer=sym; 31 | 32 | symtable++; 33 | } 34 | 35 | 36 | return 1L; //Success 37 | } 38 | -------------------------------------------------------------------------------- /neo/sys/aros/mmakefile.src: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/aros/mmakefile.src -------------------------------------------------------------------------------- /neo/sys/aros/setup/ADoom3.info.src: -------------------------------------------------------------------------------- 1 | TYPE = DRAWER 2 | -------------------------------------------------------------------------------- /neo/sys/aros/setup/ADoom3.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/aros/setup/ADoom3.png -------------------------------------------------------------------------------- /neo/sys/aros/setup/mmakefile.src: -------------------------------------------------------------------------------- 1 | # $Id$ 2 | 3 | include $(TOP)/config/make.cfg 4 | 5 | #MM- aros-doom3 : aros-doom3-defconfig 6 | 7 | #MM aros-doom3-defconfig : aros-doom3-dirs 8 | 9 | aros-doom3-defconfig: $(AROS_CONTRIB)/Games/Fps/ADoom3/base/default.cfg 10 | 11 | $(AROS_CONTRIB)/Games/ADoom3/base/default.cfg: $(SRCDIR)/$(CURDIR)/default.cfg 12 | @$(CP) $< $@ 13 | 14 | %build_icons mmake=iconset-Gorilla-contrib-icons-extras-games-adoom3 icons=ADoom3 dir=$(AROS_CONTRIB)/Games/Fps 15 | 16 | #MM 17 | aros-doom3-dirs : 18 | %mkdirs_q $(AROS_CONTRIB)/Fps/Games/ADoom3/base 19 | 20 | %common 21 | -------------------------------------------------------------------------------- /neo/sys/linux/pk4/packup-nocase.sh: -------------------------------------------------------------------------------- 1 | #!/bin/sh 2 | rm $1 3 | flip -u $2 4 | mkdir -p `dirname $1` 5 | cd /var/local/Doom/base 6 | cat $2 | zip $1 -@ 7 | -------------------------------------------------------------------------------- /neo/sys/linux/pk4/packup.sh: -------------------------------------------------------------------------------- 1 | #!/bin/sh 2 | rm $1 3 | flip -u $2 4 | mkdir -p `dirname $1` 5 | cd /var/local/Doom/base 6 | cat $2 | while read i ; do find . -ipath "./$i" ; done | cut -b 3- | tee /home/timo/cased.log | zip $1 -@ 7 | -------------------------------------------------------------------------------- /neo/sys/linux/pk4/syncfromlist.sh: -------------------------------------------------------------------------------- 1 | #!/bin/sh 2 | base=/home/doom-grp/Doom/base 3 | host=timo@idnet.ua-corp.com 4 | srvscript=/var/local/builds/misc/packup.sh 5 | 6 | maindir=$(pwd) 7 | cd $(dirname $1) 8 | source=$(pwd)/$(basename $1) 9 | outdir=$(pwd) 10 | cd $maindir 11 | 12 | echo "list of files : $source" 13 | echo "base : $base" 14 | echo "host : $host" 15 | echo "server script : $srvscript" 16 | echo "press enter" 17 | read 18 | 19 | flip -u $source 20 | 21 | ( 22 | cd $base 23 | cat $source | while read i ; do find . -ipath "./$i" | cut -b 3- ; done | tee $outdir/matched.cased.log 24 | ) 25 | 26 | # find the no match, not even case sensitive 27 | diff -ui $source $outdir/matched.cased.log | grep ^- | cut -b 2- | tee $outdir/missing.log 28 | 29 | scp $outdir/missing.log $host:/home/timo/missing.log 30 | ssh $host $srvscript /home/timo/dl.zip /home/timo/missing.log 31 | rm $outdir/dl.zip 32 | scp $host:/home/timo/dl.zip $outdir 33 | scp $host:/home/timo/cased.log $outdir/missing.cased.log 34 | ( 35 | cd $base 36 | unzip $outdir/dl.zip 37 | 38 | # merge both lists into a single thing 39 | rm $outdir/dl.zip 40 | cat $outdir/missing.cased.log | zip $outdir/dl.zip -@ 41 | cat $outdir/matched.cased.log | zip $outdir/dl.zip -@ 42 | ) 43 | -------------------------------------------------------------------------------- /neo/sys/linux/pk4/updatepaks.sh: -------------------------------------------------------------------------------- 1 | #!/bin/sh 2 | 3 | echo "current pak files: $1" 4 | echo "expanded updated source: $2" 5 | echo "new pak file: $3" 6 | echo "press a key" 7 | read 8 | 9 | TMPDIR=`mktemp -d -t` 10 | 11 | ls "$1/"*.pk4 | while read i ; do unzip -l $i | cut -b 29- | tee $TMPDIR/`basename $i`.log ; done 12 | 13 | ls $TMPDIR/*.log | while read i ; do lines=`cat $i | wc -l` ; tail +4 $i | head -$(( $lines - 5 )) | tee $TMPDIR/`basename $i`.2 ; done 14 | 15 | # check cutting off 16 | #ls $TMPDIR/*.log | while read i ; do diff $i $i.2 ; done 17 | 18 | cat $TMPDIR/*.log.2 | sort -u | tee $TMPDIR/sorted-unique.log 19 | 20 | # now the magical zip command 21 | cd $2 22 | rm $3 23 | cat $TMPDIR/sorted-unique.log | zip -b $TMPDIR $3 -@ 1>/dev/null 24 | 25 | md5sum $3 26 | echo "done." 27 | -------------------------------------------------------------------------------- /neo/sys/linux/runner/runner.tac: -------------------------------------------------------------------------------- 1 | # -*- mode: python -*- 2 | import string 3 | 4 | from twisted.application import service, internet 5 | 6 | from runner_lib import doomService 7 | 8 | maps_file = open( 'maps.list.full' ) 9 | multiplayer = 0 10 | 11 | # maps_file = open( 'maps.list.mp' ) 12 | # multiplayer = 1 13 | 14 | # maps_file = open( 'maps.list.game' ) 15 | # multiplayer = 0 16 | 17 | blank_run = 1 18 | 19 | maps = maps_file.readlines() 20 | maps_file.close() 21 | for i in range( 0, len(maps) ): 22 | maps[i] = string.strip( maps[i], '\n' ) 23 | 24 | application = service.Application( "doomRunner" ) 25 | doomService( '/home/timo/runner/doom.x86', '+set r_fullscreen 0 +set in_nograb 1 +set si_pure 0 +set com_makingBuild 1 +set s_forceWav 1 +set s_maxSoundsPerShader 0 +set s_constantAmplitude 1 +set fs_devpath /home/timo/Id/DoomPure +set fs_basepath /home/timo/Id/DoomBase +set fs_cdpath /home/timo/Id/DoomBase.smbfs +set fs_copyfiles 3', maps, sort = 1, multiplayer = multiplayer, blank_run = blank_run ).setServiceParent( application ) 26 | -------------------------------------------------------------------------------- /neo/sys/linux/setup/binary.conf: -------------------------------------------------------------------------------- 1 | 2 2 | -------------------------------------------------------------------------------- /neo/sys/linux/setup/brandelf.c: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/linux/setup/brandelf.c -------------------------------------------------------------------------------- /neo/sys/linux/setup/image-base/setup.data/bin/Linux/x86/glibc-2.1/setup.gtk: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/linux/setup/image-base/setup.data/bin/Linux/x86/glibc-2.1/setup.gtk -------------------------------------------------------------------------------- /neo/sys/linux/setup/image-base/setup.data/bin/Linux/x86/glibc-2.1/xsu: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/linux/setup/image-base/setup.data/bin/Linux/x86/glibc-2.1/xsu -------------------------------------------------------------------------------- /neo/sys/linux/setup/image-base/setup.data/bin/Linux/x86/setup: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/linux/setup/image-base/setup.data/bin/Linux/x86/setup -------------------------------------------------------------------------------- /neo/sys/linux/setup/image-base/setup.data/config.sh: -------------------------------------------------------------------------------- 1 | # 2 | # Use this script to customize the installer bootstrap script 3 | # 4 | 5 | # override some defaults 6 | 7 | # try to get root prior to running setup? 8 | # 0: no 9 | # 1: prompt, but run anyway if fails 10 | # 2: require, abort if root fails 11 | # 3: print SU_MESSAGE if not root, don't attempt any privilege upgrade 12 | GET_ROOT=1 13 | 14 | FATAL_ERROR="Error running installer. See http://zerowing.idsoftware.com/linux/doom/ for troubleshooting" 15 | 16 | #XSU_ICON="-i icon.xpm" 17 | 18 | SU_MESSAGE="The recommended install location (/usr/local/games) requires root permissions.\nPlease enter the root password or hit enter to continue install as current user." 19 | XSU_MESSAGE="The recommended install location (/usr/local/games) requires root permissions.^Please enter the root password or hit cancel to continue install as current user." 20 | 21 | rm -f /usr/local/games/tmp.$$ > /dev/null 2>&1 22 | touch /usr/local/games/tmp.$$ > /dev/null 2>&1 23 | status="$?" 24 | if [ "$status" -eq 0 ] 25 | then 26 | rm -f /usr/local/games/tmp.$$ 27 | GET_ROOT=0 28 | else 29 | GET_ROOT=1 30 | fi 31 | -------------------------------------------------------------------------------- /neo/sys/linux/setup/image-base/setup.data/locale/de/LC_MESSAGES/loki-uninstall.mo: -------------------------------------------------------------------------------- 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/neo/sys/linux/setup/image-demo/README: -------------------------------------------------------------------------------- 1 | DOOM III Linux Demo 2 | =================== 3 | 4 | Minimum system requirements: 5 | ---------------------------- 6 | 7 | GNU/Linux system, 8 | Pentium III, 1Ghz 9 | 256Mb RAM 10 | Kernel 2.4, 2.6 is recommended 11 | glibc 2.2.4 and up 12 | 13 | 3D card: 14 | NV10 or R200 minimum hardware 15 | OpenGL hardware acceleration 16 | 64 MB VRAM 17 | 18 | sound card, OSS or Alsa, stereo sound and 5.1 are supported with both APIs 19 | Alsa version 1.0.6 or above is required 20 | 21 | Installation instructions: 22 | -------------------------- 23 | 24 | By default, the setup will install the files to 25 | /usr/local/games/doom3-demo 26 | 27 | Start the demo with the command: doom3-demo 28 | 29 | For troubleshooting and help, see: 30 | http://zerowing.idsoftware.com/linux/ 31 | 32 | -------------------------------------------------------------------------------- /neo/sys/linux/setup/image-demo/bin/Linux/x86/doom3-demo: -------------------------------------------------------------------------------- 1 | #!/bin/sh 2 | echo "If you read this, then something failed during the setup" 3 | echo "See http://zerowing.idsoftware.com/linux/ for troubleshooting" 4 | -------------------------------------------------------------------------------- /neo/sys/linux/setup/image-demo/setup.data/postinstall.sh: -------------------------------------------------------------------------------- 1 | #!/bin/sh 2 | # create the wrapper 3 | 4 | create_link() 5 | { 6 | 7 | echo "#!/bin/sh 8 | # Needed to make symlinks/shortcuts work. 9 | # the binaries must run with correct working directory 10 | cd \"$1\" 11 | export LD_LIBRARY_PATH=\$LD_LIBRARY_PATH:. 12 | exec ./$BINARY \"\$@\" 13 | " > "$1/$TARGET" 14 | 15 | chmod a+x "$1/$TARGET" 16 | 17 | # and then we must symlink to this 18 | # can't be done from setup.xml because it would symlink the binary 19 | if [ -n "$SETUP_SYMLINKSPATH" ] && [ -d "$SETUP_SYMLINKSPATH" ] 20 | then 21 | # the symlink might already exists, in case we will remove it 22 | if [ -h "$SETUP_SYMLINKSPATH/$TARGET" ] 23 | then 24 | echo "Removing existing $TARGET symlink" 25 | rm "$SETUP_SYMLINKSPATH/$TARGET" 26 | fi 27 | echo "Installing symlink $SETUP_SYMLINKSPATH/$TARGET -> $1/$TARGET" 28 | ln -s "$1/$TARGET" "$SETUP_SYMLINKSPATH/$TARGET" 29 | fi 30 | } 31 | 32 | BINARY=doom.x86 33 | TARGET=doom3-demo 34 | create_link "$1" 35 | -------------------------------------------------------------------------------- /neo/sys/linux/setup/image-demo/setup.data/setup.xml.in: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | License.txt 5 | 6 | 7 | README 8 | 9 | M4_PRODUCT 10 | 24 | 25 | -------------------------------------------------------------------------------- /neo/sys/linux/setup/image-sdk/License.SDK.txt: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/linux/setup/image-sdk/License.SDK.txt -------------------------------------------------------------------------------- /neo/sys/linux/setup/image-sdk/README.SDK.txt: -------------------------------------------------------------------------------- 1 | DOOM III Linux SDK 2 | ================== 3 | 4 | The DOOM build system is based on scons ( a make replacement ) 5 | http://www.scons.org/ 6 | packages are available for most recent distributions 7 | 8 | To build, invoke scons from the src/ directory 9 | use 'scons -h' for build configuration options 10 | scons 0.96 or newer is required for build 11 | 12 | Release 1.3.1 is compiled with gcc 4.0. Note that you can specify the compiler by setting CC and CXX on the command line. If you use a different gcc release line than 4.x, you may run into ABI issues. 13 | 14 | Links 15 | ----- 16 | 17 | Doom III Linux FAQ: 18 | http://zerowing.idsoftware.com/linux/doom/ 19 | 20 | Doom III mod developement resources: 21 | http://www.iddevnet.com/ 22 | -------------------------------------------------------------------------------- /neo/sys/linux/setup/image-sdk/setup.data/config.sh: -------------------------------------------------------------------------------- 1 | # 2 | # Use this script to customize the installer bootstrap script 3 | # 4 | 5 | # override some defaults 6 | 7 | # try to get root prior to running setup? 8 | # 0: no 9 | # 1: prompt, but run anyway if fails 10 | # 2: require, abort if root fails 11 | GET_ROOT=0 12 | 13 | FATAL_ERROR="Error running installer. See http://zerowing.idsoftware.com/linux/ for troubleshooting" 14 | 15 | #XSU_ICON="-i icon.xpm" 16 | 17 | #SU_MESSAGE="It is recommended to run this installation as root.\nPlease enter the root password, or hit return to continue as user" 18 | -------------------------------------------------------------------------------- /neo/sys/linux/setup/image-sdk/setup.data/setup.xml.in: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | License.SDK.txt 5 | 6 | 7 | README.SDK.txt 8 | 9 | doom3-sdk 10 | 19 | 20 | -------------------------------------------------------------------------------- /neo/sys/linux/setup/image/License.txt: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/linux/setup/image/License.txt -------------------------------------------------------------------------------- /neo/sys/linux/setup/image/README: -------------------------------------------------------------------------------- 1 | DOOM III Linux 2 | ============== 3 | 4 | Minimum system requirements: 5 | ---------------------------- 6 | 7 | GNU/Linux system, 8 | Pentium III, 1Ghz 9 | 256Mb RAM 10 | Kernel 2.4, 2.6 is recommended 11 | glibc 2.2.4 and up 12 | 13 | 3D card: 14 | NV10 or R200 minimum hardware 15 | OpenGL hardware acceleration 16 | 64 MB VRAM 17 | 18 | sound card, OSS or Alsa, stereo sound and 5.1 are supported with both APIs 19 | Alsa version 1.0.6 or above is required 20 | 21 | A licensed copy of Doom III retail for Windows 22 | In order to play the additional Resurrection of Evil Expansion Pack, a licensed copy of the Expansion Pack for Windows 23 | 24 | Installation instructions: 25 | -------------------------- 26 | 27 | The following files need to be copied from the win32 install CDs 28 | to your base/ directory ( md5 sums provided below as reference ) 29 | by default, /usr/local/games/doom3/base 30 | 31 | 71b8d37b2444d3d86a36fd61783844fe base/pak000.pk4 32 | 4bc4f3ba04ec2b4f4837be40e840a3c1 base/pak001.pk4 33 | fa84069e9642ad9aa4b49624150cc345 base/pak002.pk4 34 | f22d8464997924e4913e467e7d62d5fe base/pak003.pk4 35 | 38561a3c73f93f2e6fd31abf1d4e9102 base/pak004.pk4 36 | 37 | If you are also installing the Resurrection of Evil Expansion Pack, 38 | you need to copy the following file to your d3xp/ directory 39 | by default, /usr/local/games/doom3/d3xp 40 | 41 | a883fef0fd10aadeb73d34c462ff865d d3xp/pak000.pk4 42 | 43 | Localization is not supported on Linux ( only english ), you should not copy over any of the zpak files. 44 | 45 | Start the game with the command: doom3 46 | Start the dedicated server with the command: doom3-dedicated 47 | 48 | If installed, you can start the Expansion Pack directly from the command line with the command: doom3 +set fs_game d3xp 49 | Or you can select it in the mods menu of the base game. 50 | 51 | For troubleshooting and help, see: 52 | http://zerowing.idsoftware.com/linux/ 53 | 54 | -------------------------------------------------------------------------------- /neo/sys/linux/setup/image/bin/Linux/x86/doom3: -------------------------------------------------------------------------------- 1 | #!/bin/sh 2 | echo "If you read this, then something failed during the setup" 3 | echo "See http://zerowing.idsoftware.com/linux/ for troubleshooting" 4 | -------------------------------------------------------------------------------- /neo/sys/linux/setup/image/bin/Linux/x86/doom3-dedicated: -------------------------------------------------------------------------------- 1 | #!/bin/sh 2 | echo "If you read this, then something failed during the setup" 3 | echo "See http://zerowing.idsoftware.com/linux/ for troubleshooting" 4 | -------------------------------------------------------------------------------- /neo/sys/linux/setup/image/doom3.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/linux/setup/image/doom3.png -------------------------------------------------------------------------------- /neo/sys/linux/setup/image/openurl.sh: -------------------------------------------------------------------------------- 1 | #!/bin/sh 2 | # opening URLs into your favorite web browser 3 | # feel free to tweak this to your needs 4 | 5 | if [ x`which firefox` != x ] 6 | then 7 | firefox "$1" 8 | elif [ x`which mozilla` != x ] 9 | then 10 | mozilla "$1" 11 | elif [ x`which opera` != x ] 12 | then 13 | opera "$1" 14 | else 15 | xterm -e lynx "$1" 16 | fi 17 | 18 | -------------------------------------------------------------------------------- /neo/sys/linux/setup/image/setup.data/postinstall.sh: -------------------------------------------------------------------------------- 1 | #!/bin/sh 2 | # create the wrapper 3 | 4 | create_link() 5 | { 6 | 7 | echo "#!/bin/sh 8 | # Needed to make symlinks/shortcuts work. 9 | # the binaries must run with correct working directory 10 | cd \"$1\" 11 | export LD_LIBRARY_PATH=\$LD_LIBRARY_PATH:. 12 | exec ./$BINARY \"\$@\" 13 | " > "$1/$TARGET" 14 | 15 | chmod a+x "$1/$TARGET" 16 | 17 | # and then we must symlink to this 18 | # can't be done from setup.xml because it would symlink the binary 19 | if [ -n "$SETUP_SYMLINKSPATH" ] && [ -d "$SETUP_SYMLINKSPATH" ] 20 | then 21 | # the symlink might already exists, in case we will remove it 22 | if [ -h "$SETUP_SYMLINKSPATH/$TARGET" ] 23 | then 24 | echo "Removing existing $TARGET symlink" 25 | rm "$SETUP_SYMLINKSPATH/$TARGET" 26 | fi 27 | echo "Installing symlink $SETUP_SYMLINKSPATH/$TARGET -> $1/$TARGET" 28 | ln -s "$1/$TARGET" "$SETUP_SYMLINKSPATH/$TARGET" 29 | fi 30 | } 31 | 32 | BINARY=doom.x86 33 | TARGET=doom3 34 | create_link "$1" 35 | BINARY=doomded.x86 36 | TARGET=doom3-dedicated 37 | create_link "$1" 38 | 39 | chmod +x "$1/openurl.sh" 40 | -------------------------------------------------------------------------------- /neo/sys/linux/setup/image/setup.data/setup.xml.in: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | License.txt 5 | 6 | 7 | README 8 | 9 | M4_PRODUCT 10 | 33 | 42 | 43 | -------------------------------------------------------------------------------- /neo/sys/linux/setup/loki_setup.patch: -------------------------------------------------------------------------------- 1 | ? install 2 | ? to 3 | ? image/setup.data/bin 4 | Index: Makefile.in 5 | =================================================================== 6 | RCS file: /cvs/cvsroot/loki_setup/Makefile.in,v 7 | retrieving revision 1.32 8 | diff -u -r1.32 Makefile.in 9 | --- Makefile.in 4 Aug 2004 03:12:34 -0000 1.32 10 | +++ Makefile.in 9 Aug 2004 10:16:22 -0000 11 | @@ -65,7 +65,8 @@ 12 | CARBON_LIBS = $(COMMON_LIBS) @LIBS@ @CARBON_LIBS@ 13 | CONSOLE_LIBS = $(LIBS) @CONSOLE_LIBS@ 14 | 15 | -all: do-plugins @DO_DIALOG@ setup setup.gtk uninstall xsu 16 | +#all: do-plugins @DO_DIALOG@ setup setup.gtk uninstall xsu 17 | +all: do-plugins @DO_DIALOG@ setup 18 | 19 | testxml: testxml.o 20 | $(CC) $(LDFLAGS) -o $@ $^ $(LIBS) 21 | @@ -139,6 +140,7 @@ 22 | ifeq ($(DYN_PLUGINS),true) 23 | $(MAKE) -C plugins install 24 | endif 25 | + mkdir -p install to image/setup.data/bin/$(os)/$(arch)/$(libc) 26 | @if [ -d image/setup.data/bin/$(os)/$(arch)/$(libc) ]; then \ 27 | cp setup image/setup.data/bin/$(os)/$(arch); \ 28 | strip image/setup.data/bin/$(os)/$(arch)/setup; \ 29 | @@ -155,6 +157,7 @@ 30 | else \ 31 | echo No directory to copy the binary files to.; \ 32 | fi 33 | + echo installed to image/setup.data/bin/$(os)/$(arch)/$(libc) 34 | 35 | install-image: all 36 | ifeq ($(DYN_PLUGINS),true) 37 | -------------------------------------------------------------------------------- /neo/sys/linux/setup/lokisetup/loki_setup.tgz: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/linux/setup/lokisetup/loki_setup.tgz -------------------------------------------------------------------------------- /neo/sys/linux/setup/lokisetup/loki_setupdb.tgz: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/linux/setup/lokisetup/loki_setupdb.tgz -------------------------------------------------------------------------------- /neo/sys/linux/setup/makeself/README: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/linux/setup/makeself/README -------------------------------------------------------------------------------- /neo/sys/linux/setup/makeself/TODO: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/linux/setup/makeself/TODO -------------------------------------------------------------------------------- /neo/sys/linux/setup/makeself/makeself.1: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/linux/setup/makeself/makeself.1 -------------------------------------------------------------------------------- /neo/sys/linux/setup/makeself/makeself.lsm: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/linux/setup/makeself/makeself.lsm -------------------------------------------------------------------------------- /neo/sys/linux/setup/makeself/makeself.sh: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/linux/setup/makeself/makeself.sh -------------------------------------------------------------------------------- /neo/sys/linux/setup/makeself/update-readme: -------------------------------------------------------------------------------- 1 | #!/bin/sh 2 | # Grab the Makeself web page 3 | 4 | echo The following was generated from http://www.megastep.org/makeself/ > README 5 | echo ----------------------- >> README 6 | echo >> README 7 | lynx -dump http://www.megastep.org/makeself/ >> README 8 | -------------------------------------------------------------------------------- /neo/sys/osx/Doom 3.rsrc: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/osx/Doom 3.rsrc -------------------------------------------------------------------------------- /neo/sys/osx/Doom3.icns: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/osx/Doom3.icns -------------------------------------------------------------------------------- /neo/sys/osx/Info.plist: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | CFBundleDevelopmentRegion 6 | English 7 | CFBundleExecutable 8 | dhewm3 9 | CFBundleIconFile 10 | Doom3.icns 11 | CFBundleIdentifier 12 | org.dhewg.dhewm3 13 | CFBundleInfoDictionaryVersion 14 | 6.0 15 | CFBundlePackageType 16 | APPL 17 | CFBundleSignature 18 | DHM3 19 | CFBundleVersion 20 | 3000 21 | NSMainNibFile 22 | MainMenu 23 | NSPrincipalClass 24 | NSApplication 25 | 26 | 27 | -------------------------------------------------------------------------------- /neo/sys/osx/SDLMain.h: -------------------------------------------------------------------------------- 1 | /* SDLMain.m - main entry point for our Cocoa-ized SDL app 2 | Initial Version: Darrell Walisser 3 | Non-NIB-Code & other changes: Max Horn 4 | 5 | Feel free to customize this file to suit your needs 6 | */ 7 | 8 | #ifndef _SDLMain_h_ 9 | #define _SDLMain_h_ 10 | 11 | #import 12 | 13 | @interface SDLMain : NSObject 14 | @end 15 | 16 | #endif /* _SDLMain_h_ */ 17 | -------------------------------------------------------------------------------- /neo/sys/osx/version.plist: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | BuildVersion 6 | 1 7 | CFBundleShortVersionString 8 | 0.1 9 | CFBundleVersion 10 | 0.1 11 | ProjectName 12 | NibPBTemplates 13 | SourceVersion 14 | 1160200 15 | 16 | 17 | -------------------------------------------------------------------------------- /neo/sys/sys_sdl.h: -------------------------------------------------------------------------------- 1 | // just a wrapper for #include to support SDL1.2, SDL2 and SDL3 2 | 3 | #ifndef NEO_SYS_SYS_SDL_H_ 4 | #define NEO_SYS_SYS_SDL_H_ 5 | 6 | #ifdef D3_SDL3 7 | // HACK: I don't want SDL.h to drag in SDL_oldnames.h to avoid all the warnings about redefined definitions 8 | #define SDL_oldnames_h_ 9 | #include 10 | #else // SDL1.2 or SDL2 11 | #include 12 | #endif 13 | 14 | #endif /* NEO_SYS_SYS_SDL_H_ */ 15 | -------------------------------------------------------------------------------- /neo/sys/win32/rc/CreateResourceIDs.h: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | 29 | #ifndef __CREATERESOURCEIDS__ 30 | #define __CREATERESOURCEIDS__ 31 | 32 | /* 33 | =============================================================================== 34 | 35 | Create resource IDs without conflicts. 36 | 37 | =============================================================================== 38 | */ 39 | 40 | void CreateResourceIDs_f( const idCmdArgs &args ); 41 | 42 | #endif /* !__CREATERESOURCEIDS__ */ 43 | -------------------------------------------------------------------------------- /neo/sys/win32/rc/Radiant.rc: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/win32/rc/Radiant.rc -------------------------------------------------------------------------------- /neo/sys/win32/rc/dhewm3.rc: -------------------------------------------------------------------------------- 1 | icon ICON "res/doom.ico" 2 | -------------------------------------------------------------------------------- /neo/sys/win32/rc/res/BEVEL.BMP: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/win32/rc/res/BEVEL.BMP -------------------------------------------------------------------------------- /neo/sys/win32/rc/res/BITMAP2.BMP: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/win32/rc/res/BITMAP2.BMP -------------------------------------------------------------------------------- /neo/sys/win32/rc/res/BMP00001.BMP: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/win32/rc/res/BMP00001.BMP -------------------------------------------------------------------------------- /neo/sys/win32/rc/res/BMP0002.BMP: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/win32/rc/res/BMP0002.BMP -------------------------------------------------------------------------------- /neo/sys/win32/rc/res/DEFTEX.WAL: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/win32/rc/res/DEFTEX.WAL -------------------------------------------------------------------------------- /neo/sys/win32/rc/res/ENDCAP.BMP: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/win32/rc/res/ENDCAP.BMP -------------------------------------------------------------------------------- /neo/sys/win32/rc/res/GetString.htm: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 10 | 11 | 12 | 15 | 16 |
7 |
8 | 9 |
13 | TODO: Place controls here. 14 |
17 | 18 | 19 | -------------------------------------------------------------------------------- /neo/sys/win32/rc/res/IBEVEL.BMP: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/win32/rc/res/IBEVEL.BMP -------------------------------------------------------------------------------- /neo/sys/win32/rc/res/IENDCAP.BMP: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/win32/rc/res/IENDCAP.BMP -------------------------------------------------------------------------------- /neo/sys/win32/rc/res/MEFileToolbar.bmp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/win32/rc/res/MEFileToolbar.bmp 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not editable by Microsoft Visual C++ 7 | #endif //APSTUDIO_INVOKED 8 | 9 | 10 | ///////////////////////////////////////////////////////////////////////////// 11 | // Add manually edited resources here... 12 | 13 | ///////////////////////////////////////////////////////////////////////////// 14 | -------------------------------------------------------------------------------- /neo/sys/win32/rc/res/Q.BMP: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/win32/rc/res/Q.BMP -------------------------------------------------------------------------------- /neo/sys/win32/rc/res/RADIANT3.GIF: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/win32/rc/res/RADIANT3.GIF 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!define MUI_ICON "${NSISDIR}\Contrib\Graphics\Icons\modern-install.ico" 15 | 16 | ; MUI Pages 17 | !insertmacro MUI_PAGE_WELCOME 18 | !define MUI_LICENSEPAGE_RADIOBUTTONS 19 | !insertmacro MUI_PAGE_LICENSE "Doom3_SDK\EULA.Development Kit.rtf" 20 | !insertmacro MUI_PAGE_DIRECTORY 21 | !insertmacro MUI_PAGE_INSTFILES 22 | !insertmacro MUI_PAGE_FINISH 23 | 24 | ; Language files 25 | !insertmacro MUI_LANGUAGE "English" 26 | 27 | ; MUI end ------ 28 | 29 | Name "${PRODUCT_NAME} ${PRODUCT_VERSION}" 30 | OutFile "D3_${PRODUCT_VERSION}_SDK.exe" 31 | InstallDir "C:\Doom3_SDK\" 32 | ShowInstDetails show 33 | 34 | Section "MainSection" SEC01 35 | SetOutPath "$INSTDIR" 36 | SetOverwrite ifnewer 37 | File /R "Doom3_SDK\*.*" 38 | SectionEnd 39 | 40 | Section -Post 41 | SectionEnd 42 | 43 | -------------------------------------------------------------------------------- /neo/sys/win32/sdk/prepare.py: -------------------------------------------------------------------------------- 1 | #!/usr/bin/env python 2 | # prepare content for SDK 3 | 4 | import shutil, os, stat 5 | 6 | media = '../../../../../media-sdk' 7 | media = os.path.abspath( media ) 8 | 9 | try: 10 | shutil.rmtree( 'Doom3_SDK' ) 11 | except: 12 | print 'Could not remove Doom3_SDK' 13 | pass 14 | 15 | # copy source from list 16 | f = open( 'source.list' ) 17 | l = [ s[:-1] for s in f.readlines() ] 18 | f.close() 19 | for p in l: 20 | sp = os.path.join( '../../..', p ) 21 | dp = os.path.join( 'Doom3_SDK/src', p ) 22 | try: 23 | os.makedirs( os.path.dirname( dp ) ) 24 | except: 25 | pass 26 | print 'cp ' + sp + ' -> ' + dp 27 | shutil.copy( sp, dp ) 28 | 29 | # copy explicit media content over 30 | for root, dirs, files in os.walk( media ): 31 | if '.svn' in dirs: 32 | dirs.remove( '.svn' ) 33 | for f in files: 34 | sp = os.path.join( root, f ) 35 | dp = os.path.join( 'Doom3_SDK', sp[ len( media ) + 1: ] ) 36 | try: 37 | os.makedirs( os.path.dirname( dp ) ) 38 | except: 39 | pass 40 | print 'cp ' + sp + ' -> ' + dp 41 | shutil.copy( sp, dp ) 42 | 43 | def makewritable( path ): 44 | for root, dirs, files in os.walk( path ): 45 | for f in files: 46 | os.chmod( os.path.join( root, f ), stat.S_IWRITE ) 47 | 48 | # cleanup '.svn' 49 | for root, dirs, files in os.walk( 'Doom3_SDK' ): 50 | if '.svn' in dirs: 51 | print 'remove ' + os.path.join( root, '.svn' ) 52 | # SVN sets readonly on some files, which causes rmtree failure on win32 53 | makewritable( os.path.join( root, '.svn' ) ) 54 | shutil.rmtree( os.path.join( root, '.svn' ) ) 55 | dirs.remove( '.svn' ) 56 | -------------------------------------------------------------------------------- /neo/sys/win32/win_input.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/sys/win32/win_input.cpp -------------------------------------------------------------------------------- /neo/tools/Help/MT_help.htm: 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Known issues

10 |

* The animations always start from the first animation when the play 11 | button is hit.

12 |

* The bounding box will still deform as if the model is animating while the 13 | animation is stopped.

14 |

* Player cocking weapon sound on startup

15 |

* Player assets load on startup. This makes the startup longer than it should 16 | be.

17 |

* Unchecking or deleting an animation in the sequence will continue to play that 18 | animation until it finishes.

19 |

* Animations do not blend together

20 |

 

21 |

 

22 | 23 | 24 | -------------------------------------------------------------------------------- /neo/tools/Help/MVH_Overview.htm: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/tools/Help/MVH_Overview.htm -------------------------------------------------------------------------------- /neo/tools/Help/Tools.hhc: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 |
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      16 |
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56 | 57 | -------------------------------------------------------------------------------- /neo/tools/Help/Tools.hhk: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 |
    8 |
9 | 10 | -------------------------------------------------------------------------------- /neo/tools/Help/Tools.hhp: -------------------------------------------------------------------------------- 1 | [OPTIONS] 2 | Compatibility=1.1 or later 3 | Compiled file=Tools.chm 4 | Contents file=Tools.hhc 5 | Default topic=default.htm 6 | Display compile progress=No 7 | Index file=Tools.hhk 8 | Language=0x409 English (United States) 9 | Title=Quake 4 Tools Help File 10 | 11 | 12 | [INFOTYPES] 13 | 14 | -------------------------------------------------------------------------------- /neo/tools/Help/default.htm: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 |

Quake 4 tools table of contents

8 |

 

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ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | #ifndef COLORBUTTON_H_ 29 | #define COLORBUTTON_H_ 30 | 31 | void ColorButton_DrawItem ( HWND hWnd, LPDRAWITEMSTRUCT dis ); 32 | void ColorButton_SetColor ( HWND hWnd, COLORREF color ); 33 | void ColorButton_SetColor ( HWND hWnd, const char* color ); 34 | COLORREF ColorButton_GetColor ( HWND hWnd ); 35 | 36 | void AlphaButton_SetColor ( HWND hWnd, const char* color ); 37 | 38 | void AlphaButton_OpenPopup ( HWND button ); 39 | 40 | #endif // COLORBUTTON_H_ -------------------------------------------------------------------------------- /neo/tools/common/MaskEdit.h: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | #ifndef MASKEDIT_H_ 29 | #define MASKEDIT_H_ 30 | 31 | void MaskEdit_Attach ( HWND hWnd, const char* invalid ); 32 | void NumberEdit_Attach ( HWND hWnd ); 33 | 34 | #endif // MASKEDIT_H_ -------------------------------------------------------------------------------- /neo/tools/common/PropTree/PropTreeItemFileEdit.h: -------------------------------------------------------------------------------- 1 | #ifndef __PROP_TREE_ITEM_FILE_EDIT_H__ 2 | #define __PROP_TREE_ITEM_FILE_EDIT_H__ 3 | 4 | #if _MSC_VER > 1000 5 | #pragma once 6 | #endif 7 | 8 | 9 | //#include "PropTreeItem.h" 10 | //#include "PropTreeItemEdit.h" 11 | 12 | class PROPTREE_API CPropTreeItemFileEdit : public CPropTreeItemEdit 13 | { 14 | // Construction 15 | public: 16 | CPropTreeItemFileEdit(); 17 | virtual ~CPropTreeItemFileEdit(); 18 | 19 | // Operations 20 | public: 21 | 22 | // Overrides 23 | // ClassWizard generated virtual function overrides 24 | //{{AFX_VIRTUAL(CPropTreeItemFileEdit) 25 | //}}AFX_VIRTUAL 26 | 27 | // Implementation 28 | public: 29 | 30 | // Generated message map functions 31 | protected: 32 | //{{AFX_MSG(CPropTreeItemFileEdit) 33 | //}}AFX_MSG 34 | 35 | afx_msg void OnInsertFile(); 36 | afx_msg void OnEditUndo(); 37 | afx_msg void OnEditCut(); 38 | afx_msg void OnEditCopy(); 39 | afx_msg void OnEditPaste(); 40 | afx_msg void OnEditDelete(); 41 | afx_msg void OnEditSelectAll(); 42 | 43 | DECLARE_MESSAGE_MAP() 44 | public: 45 | afx_msg void OnContextMenu(CWnd* pWnd, CPoint point); 46 | afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct); 47 | }; 48 | 49 | ///////////////////////////////////////////////////////////////////////////// 50 | 51 | //{{AFX_INSERT_LOCATION}} 52 | 53 | 54 | #endif 55 | -------------------------------------------------------------------------------- /neo/tools/common/PropTree/PropTreeItemStatic.cpp: -------------------------------------------------------------------------------- 1 | // PropTreeItemStatic.cpp 2 | // 3 | // Copyright (C) 1998-2001 Scott Ramsay 4 | // sramsay@gonavi.com 5 | // http://www.gonavi.com 6 | // 7 | // This material is provided "as is", with absolutely no warranty expressed 8 | // or implied. Any use is at your own risk. 9 | // 10 | // Permission to use or copy this software for any purpose is hereby granted 11 | // without fee, provided the above notices are retained on all copies. 12 | // Permission to modify the code and to distribute modified code is granted, 13 | // provided the above notices are retained, and a notice that the code was 14 | // modified is included with the above copyright notice. 15 | // 16 | // If you use this code, drop me an email. I'd like to know if you find the code 17 | // useful. 18 | 19 | //#include "stdafx.h" 20 | #include "tools/edit_gui_common.h" 21 | 22 | 23 | #include "PropTree.h" 24 | 25 | #include "PropTreeItemStatic.h" 26 | 27 | 28 | CPropTreeItemStatic::CPropTreeItemStatic() : 29 | m_sAttribute(_T("")) 30 | { 31 | } 32 | 33 | 34 | CPropTreeItemStatic::~CPropTreeItemStatic() 35 | { 36 | } 37 | 38 | 39 | void CPropTreeItemStatic::DrawAttribute(CDC* pDC, const RECT& rc) 40 | { 41 | ASSERT(m_pProp!=NULL); 42 | 43 | pDC->SelectObject(m_pProp->GetNormalFont()); 44 | pDC->SetTextColor(RGB(0,0,0)); 45 | pDC->SetBkMode(TRANSPARENT); 46 | 47 | CRect r = rc; 48 | pDC->DrawText(m_sAttribute, r, DT_SINGLELINE|DT_VCENTER); 49 | } 50 | 51 | 52 | LPARAM CPropTreeItemStatic::GetItemValue() 53 | { 54 | return (LPARAM)(LPCTSTR)m_sAttribute; 55 | } 56 | 57 | 58 | void CPropTreeItemStatic::SetItemValue(LPARAM lParam) 59 | { 60 | if (lParam==0L) 61 | { 62 | TRACE0("CPropTreeItemStatic::SetItemValue() - Invalid lParam value\n"); 63 | return; 64 | } 65 | 66 | m_sAttribute = (LPCTSTR)lParam; 67 | } 68 | -------------------------------------------------------------------------------- /neo/tools/common/PropTree/PropTreeItemStatic.h: -------------------------------------------------------------------------------- 1 | // PropTreeItemStatic.h 2 | // 3 | // Copyright (C) 1998-2001 Scott Ramsay 4 | // sramsay@gonavi.com 5 | // http://www.gonavi.com 6 | // 7 | // This material is provided "as is", with absolutely no warranty expressed 8 | // or implied. Any use is at your own risk. 9 | // 10 | // Permission to use or copy this software for any purpose is hereby granted 11 | // without fee, provided the above notices are retained on all copies. 12 | // Permission to modify the code and to distribute modified code is granted, 13 | // provided the above notices are retained, and a notice that the code was 14 | // modified is included with the above copyright notice. 15 | // 16 | // If you use this code, drop me an email. I'd like to know if you find the code 17 | // useful. 18 | 19 | #ifndef _PROPTREEITEMSTATIC_H 20 | #define _PROPTREEITEMSTATIC_H 21 | 22 | #include "PropTreeItem.h" 23 | 24 | class PROPTREE_API CPropTreeItemStatic : public CPropTreeItem 25 | { 26 | public: 27 | CPropTreeItemStatic(); 28 | virtual ~CPropTreeItemStatic(); 29 | 30 | public: 31 | // The attribute area needs drawing 32 | virtual void DrawAttribute(CDC* pDC, const RECT& rc); 33 | 34 | // Retrieve the item's attribute value (in this case the CString) 35 | virtual LPARAM GetItemValue(); 36 | 37 | // Set the item's attribute value 38 | virtual void SetItemValue(LPARAM lParam); 39 | 40 | protected: 41 | CString m_sAttribute; 42 | }; 43 | 44 | 45 | #endif // _PROPTREEITEMSTATIC_H 46 | -------------------------------------------------------------------------------- /neo/tools/common/PropTree/PropTreeView.h: -------------------------------------------------------------------------------- 1 | #pragma once 2 | 3 | #include "PropTree.h" 4 | // CPropTreeView view 5 | 6 | #define IDC_PROPERTYTREE 100 7 | 8 | class CPropTreeView : public CFormView 9 | { 10 | DECLARE_DYNCREATE(CPropTreeView) 11 | 12 | protected: 13 | CPropTree m_Tree; 14 | 15 | protected: 16 | CPropTreeView(); // protected constructor used by dynamic creation 17 | virtual ~CPropTreeView(); 18 | 19 | public: 20 | virtual void OnDraw(CDC* pDC); // overridden to draw this view 21 | virtual void MeasureItem(LPMEASUREITEMSTRUCT lpMeasureItemStruct); 22 | #ifdef _DEBUG 23 | virtual void AssertValid() const; 24 | virtual void Dump(CDumpContext& dc) const; 25 | #endif 26 | 27 | CPropTree& GetPropertyTreeCtrl() { return m_Tree; }; 28 | 29 | protected: 30 | DECLARE_MESSAGE_MAP() 31 | 32 | public: 33 | virtual BOOL Create(LPCTSTR lpszClassName, LPCTSTR lpszWindowName, 34 | DWORD dwStyle, const RECT& rect, CWnd* pParentWnd, UINT nID, 35 | CCreateContext* pContext = NULL); 36 | 37 | afx_msg int OnCreate(LPCREATESTRUCT lpCreateStruct); 38 | afx_msg void OnSize(UINT nType, int cx, int cy); 39 | afx_msg void OnPaint(); 40 | }; 41 | -------------------------------------------------------------------------------- /neo/tools/common/RenderBumpFlatDialog.h: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | 29 | #ifndef __RENDERBUMPFLATDIALOG_H 30 | #define __RENDERBUMPFLATDIALOG_H 31 | 32 | void DoRBFDialog(const char *FileName); 33 | 34 | #endif // __RENDERBUMPFLATDIALOG_H 35 | -------------------------------------------------------------------------------- /neo/tools/common/SpinButton.h: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | 29 | #ifndef SPINBUTTON_H_ 30 | #define SPINBUTTON_H_ 31 | 32 | void SpinButton_SetIncrement ( HWND hWnd, float inc ); 33 | void SpinButton_HandleNotify ( NMHDR* hdr ); 34 | void SpinButton_SetRange ( HWND hWnd, float min, float max ); 35 | 36 | #endif // SPINBUTOTN_H_ 37 | -------------------------------------------------------------------------------- /neo/tools/guied/GEDeleteModifier.h: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | #ifndef GEDELETEMODIFIER_H_ 29 | #define GEDELETEMODIFIER_H_ 30 | 31 | #ifndef GEMODIFIER_H_ 32 | #include "GEModifier.h" 33 | #endif 34 | 35 | class rvGEDeleteModifier : public rvGEModifier 36 | { 37 | public: 38 | 39 | rvGEDeleteModifier ( const char* name, idWindow* window ); 40 | 41 | virtual bool Apply ( void ); 42 | virtual bool Undo ( void ); 43 | }; 44 | 45 | #endif // GEDELETEMODIFIER_H_ -------------------------------------------------------------------------------- /neo/tools/guied/GEItemPropsDlg.h: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | #ifndef GEITEMPROPSDLG_H_ 29 | #define GEITEMPROPSDLG_H_ 30 | 31 | bool GEItemPropsDlg_DoModal ( HWND parent, idWindow* window, idDict& outDict ); 32 | 33 | #endif // GEITEMPROPSDLG_H_ -------------------------------------------------------------------------------- /neo/tools/guied/GEItemScriptsDlg.h: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | #ifndef GEITEMSCRIPTSDLG_H_ 29 | #define GEITEMSCRIPTSDLG_H_ 30 | 31 | bool GEItemScriptsDlg_DoModal ( HWND parent, idWindow* window ); 32 | 33 | #endif // GEITEMSCRIPTSDLG_H_ -------------------------------------------------------------------------------- /neo/tools/guied/GEModifier.cpp: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | 29 | #include "tools/edit_gui_common.h" 30 | 31 | 32 | #include "GEApp.h" 33 | 34 | rvGEModifier::rvGEModifier ( const char* name, idWindow* window ) 35 | { 36 | mWindow = window; 37 | mName = name; 38 | 39 | if ( mWindow ) 40 | { 41 | mWrapper = rvGEWindowWrapper::GetWrapper ( window ); 42 | } 43 | } 44 | -------------------------------------------------------------------------------- /neo/tools/guied/GEOptionsDlg.h: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | #ifndef GEOPTIONSDLG_H_ 29 | #define GEOPTIONSDLG_H_ 30 | 31 | bool GEOptionsDlg_DoModal ( HWND parent ); 32 | 33 | #endif // GEOPTIONSDLG_H_ -------------------------------------------------------------------------------- /neo/tools/materialeditor/MaterialEditor.h: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | #pragma once 29 | 30 | #include "../../sys/win32/rc/MaterialEditor_resource.h" 31 | 32 | /** 33 | * Structure used to store the user defined search parameters. 34 | */ 35 | typedef struct { 36 | bool searched; 37 | idStr searchText; 38 | int nameOnly; 39 | int searchScope; 40 | } MaterialSearchData_t; 41 | 42 | 43 | extern CFont* materialEditorFont; 44 | 45 | extern HWND GetMaterialEditorWindow(); -------------------------------------------------------------------------------- /neo/tools/materialeditor/MaterialView.cpp: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | #include "tools/edit_gui_common.h" 29 | 30 | 31 | #include "materialview.h" 32 | -------------------------------------------------------------------------------- /neo/tools/radiant/PARSE.H: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | 29 | #define MAXTOKEN 1024 30 | 31 | extern char token[MAXTOKEN]; 32 | extern int scriptline; 33 | 34 | // NOTE: added WINAPI call syntax to export these for plugins in _QERScripLibTable 35 | void StartTokenParsing (const char *data); 36 | bool WINAPI GetToken (bool crossline); 37 | void WINAPI UngetToken (void); 38 | bool TokenAvailable (void); 39 | -------------------------------------------------------------------------------- /neo/tools/radiant/QE3.CPP: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/tools/radiant/QE3.CPP -------------------------------------------------------------------------------- /neo/tools/radiant/WIN_DLG.CPP: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/tools/radiant/WIN_DLG.CPP -------------------------------------------------------------------------------- /neo/tools/radiant/WIN_QE3.CPP: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/tools/radiant/WIN_QE3.CPP -------------------------------------------------------------------------------- /neo/tools/radiant/WIN_QE3.RC2: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/tools/radiant/WIN_QE3.RC2 -------------------------------------------------------------------------------- /neo/tools/radiant/XYWnd.cpp: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/tools/radiant/XYWnd.cpp -------------------------------------------------------------------------------- /neo/tools/radiant/Z.CPP: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/dhewm/dhewm3/0277f298e85d8e2f0ca82a692c6dc0dc0d83c49b/neo/tools/radiant/Z.CPP -------------------------------------------------------------------------------- /neo/tools/radiant/Z.H: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | 29 | // window system independent camera view code 30 | 31 | typedef struct 32 | { 33 | int width, height; 34 | 35 | idVec3 origin; // at center of window 36 | float scale; 37 | } z_t; 38 | 39 | extern z_t z; 40 | 41 | void Z_Init (void); 42 | void Z_MouseDown (int x, int y, int buttons); 43 | void Z_MouseUp (int x, int y, int buttons); 44 | void Z_MouseMoved (int x, int y, int buttons); 45 | void Z_Draw (void); 46 | -------------------------------------------------------------------------------- /neo/tools/radiant/autocaulk.h: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | 29 | #ifndef AUTOCAULK_H 30 | #define AUTOCAULK_H 31 | 32 | 33 | void Select_AutoCaulk(); 34 | 35 | 36 | #endif // AUTOCAULK_H 37 | 38 | ///////////////// eof ////////////// 39 | -------------------------------------------------------------------------------- /neo/ui/GameWindow.h: -------------------------------------------------------------------------------- 1 | /* 2 | =========================================================================== 3 | 4 | Doom 3 GPL Source Code 5 | Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. 6 | 7 | This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). 8 | 9 | Doom 3 Source Code is free software: you can redistribute it and/or modify 10 | it under the terms of the GNU General Public License as published by 11 | the Free Software Foundation, either version 3 of the License, or 12 | (at your option) any later version. 13 | 14 | Doom 3 Source Code is distributed in the hope that it will be useful, 15 | but WITHOUT ANY WARRANTY; without even the implied warranty of 16 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 17 | GNU General Public License for more details. 18 | 19 | You should have received a copy of the GNU General Public License 20 | along with Doom 3 Source Code. If not, see . 21 | 22 | In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. 23 | 24 | If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. 25 | 26 | =========================================================================== 27 | */ 28 | 29 | #ifndef __GAMEWINDOW_H__ 30 | #define __GAMEWINDOW_H__ 31 | 32 | #include "ui/Window.h" 33 | 34 | class idGameWindowProxy : public idWindow { 35 | public: 36 | idGameWindowProxy( idDeviceContext *d, idUserInterfaceLocal *gui ); 37 | void Draw( int time, float x, float y ); 38 | }; 39 | 40 | #endif 41 | --------------------------------------------------------------------------------