prosperon/source/engine/editor.h

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#ifndef EDITOR_H
#define EDITOR_H
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#include <config.h>
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#include <stdbool.h>
#include "resources.h"
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#include "nuke.h"
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#define ASSET_TYPE_NULL 0
#define ASSET_TYPE_IMAGE 1
#define ASSET_TYPE_TEXT 2
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#define ASSET_TYPE_SOUND 3
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struct fileasset {
char *filename;
bool searched;
short type;
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void *data; // Struct of the underlying asset - Texture struct, etc
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};
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typedef struct {
bool show;
struct nk_rect rect;
} editor_win;
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struct editorVars {
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editor_win stats;
editor_win hierarchy;
editor_win lighting;
editor_win gamesettings;
editor_win viewmode;
editor_win debug;
editor_win assets;
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editor_win asset;
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editor_win repl;
editor_win export;
editor_win level;
editor_win gameobject;
editor_win components;
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editor_win simulate;
editor_win prefab;
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nk_flags text_ed;
nk_flags asset_srch;
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};
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struct gameobject;
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extern int show_desktop;
#define NK_MENU_START(VAR) if (editor.VAR.show && !show_desktop) { \
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if (editor.VAR.rect.w == 0) editor.VAR.rect = nk_rect_std; \
if (nk_begin(ctx, #VAR, editor.VAR.rect, nuk_std)) { \
editor.VAR.rect = nk_window_get_bounds(ctx);
#define NK_MENU_END() } nk_end(ctx); }
#define NK_FORCE(VAR) if (editor.VAR.rect.w == 0) editor.VAR.rect = nk_rect_std; \
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if (!show_desktop && nk_begin(ctx, #VAR, editor.VAR.rect, nuk_std)) { \
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editor.VAR.rect = nk_window_get_bounds(ctx);
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#define NK_FORCE_END() nk_end(ctx); }
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#define NEGATE(VAR) VAR = ! VAR
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struct vec;
struct gameproject;
struct sprite;
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extern struct gameproject *cur_project;
extern struct vec *projects;
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struct Texture;
struct window;
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void pickGameObject(int pickID);
int is_allowed_extension(const char *ext);
void editor_init(struct window *window);
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void editor_input();
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void editor_render();
int editor_wantkeyboard();
void editor_save();
void editor_makenewobject();
void editor_project_gui();
void editor_selectasset(struct fileasset *asset);
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void editor_selectasset_str(const char *path);
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void editor_asset_gui(struct fileasset *asset);
void editor_asset_tex_gui(struct Texture *tex);
void editor_asset_text_gui(char *text);
void editor_level_btn(char *level);
void editor_prefab_btn(char *prefab);
void game_start();
void game_resume();
void game_stop();
void game_pause();
void get_levels();
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int obj_gui_hierarchy(struct gameobject *selected);
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void sprite_gui(struct sprite *sprite);
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#endif