User Interface ============== Eureka features a 2D orthogonal view and a 3D view. Switch between the two views with the :kbd:`tab` key. .. image:: 2d-view.png *The 2D view is used to construct walls and place things on the map* .. image:: 3d-view.png *The 3D view is used to preview textures and make ceiling, floor and light adjustments* Panning and Zooming ------------------- To move around the 2D view: * Roll the mouse wheel to zoom * Click and drag with the middle mouse button (mouse wheel) to pan * Press :kbd:`home` to zoom the whole map into view The Camera ---------- This arrow in 2D view indicates the current position of the 3D camera. * Press :kbd:`'` (single quote) in the 2D view to position the 3D camera at the location of the mouse cursor. * Press :kbd:`end` in 2D view to center the map on the camera position. .. image:: camera.png When in the 3D view you can control camera movement with the following controls: * Roll the mouse wheel to move forward/backward * Click and drag left/right with the middle mouse button to rotate the view * Click and drag up/down with the middle mouse button to raise/lower the view The Grid -------- Toggle the grid in 2D view with the **Grid** dropdown box (located on the bottom status bar), or by pressing :kbd:`g`. You can quickly change the grid size with the :kbd:`0-9` keys. Toggle free mode / grid snapping with the :kbd:`f` key. .. image:: 2d-grid.png .. note:: If you encounter lag while panning a large zoomed-out map, disable grid rendering with :kbd:`g` while panning. Rendering Mode -------------- The `View / Sector Rendering` menu toggles how the 2D view draws sectors. .. image:: sector-rendering-menu.png Floors ^^^^^^ This mode draws the floor textures of sectors. .. image:: sector-rendering-floors.png Ceilings ^^^^^^^^ This mode draws the ceiling textures of sectors. .. image:: sector-rendering-ceilings.png Lighting ^^^^^^^^ The light render mode draws shades of sector light levels. .. image:: sector-rendering-lighting.png Sound ^^^^^ The sound render mode highlights sectors based on how sound travels. You have to be in sector edit mode for this mode to work (press :kbd:`s`), hover your mouse cursor over a sector to see how sound will propagate. * Orange sectors indicate where sound will reach at volume 2 * Blue sectors indicate connected sectors where sound does not reach * Red sectors indicate where sound will reach at volume 1 By setting the `sound block` flag on linedefs, you can lower the volume of traveling sounds. Sounds do not travel across two sound-blocking lines. .. image:: sector-rendering-sound.png Find and Replace ---------------- Open the find panel with the `View / Find` menu or press :kbd:`control-f`. You can search for Things, line textures, sector flats, lines by type (specials) or sectors by type. .. image:: find-panel.png