prosperon/source/editor/editor.cpp

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extern "C" {
#include "editor.h"
#include "window.h"
#include "resources.h"
#include "registry.h"
#include "datastream.h"
#include "gameobject.h"
#include "camera.h"
#include "shader.h"
#include <dirent.h>
#include <stdio.h>
#include "editorstate.h"
#include <stdlib.h>
#include "input.h"
#include "openglrender.h"
#include "2dphysics.h"
#include "debugdraw.h"
#include "level.h"
#include "texture.h"
#include "sprite.h"
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#include <chipmunk/chipmunk.h>
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#include "math.h"
#include <GL/glew.h>
#include <ftw.h>
#include <ctype.h>
#include "pinball.h"
#include "config.h"
#include "vec.h"
#include "debug.h"
#include "script.h"
}
#include <stb_ds.h>
#define ASSET_TEXT_BUF 1024*1024 /* 1 MB buffer for editing text files */
#include <imgui.h>
#include <imgui_impl_sdl.h>
#include <imgui_impl_opengl3.h>
struct gameproject *cur_project;
struct vec *projects;
static char setpath[MAXPATH];
// Menus
// TODO: Pack this into a bitfield
static struct editorVars editor = { 0 };
bool flashlightOn = false;
// Lighting effect flags
static bool renderAO = true;
static bool renderDynamicShadows = true;
static bool renderRefraction = true;
static bool renderReflection = true;
// Debug render modes
static bool renderGizmos = false;
static bool showGrid = true;
static bool debugDrawPhysics = false;
static bool renderNav = false;
const char *allowed_extensions[] = { "jpg", "png", "gltf", "glsl" };
static const char *editor_filename = "editor.ini";
static ImGuiIO *io = NULL;
static struct {
char *key;
struct fileasset *value;
} *assets = NULL;
static char asset_search_buffer[100] = { 0 };
struct fileasset *selected_asset;
static int selected_index = -1;
static struct mCamera camera = { 0 };
static int tex_view = 0;
static int grid1_width = 1;
static int grid1_span = 100;
static int grid2_width = 3;
static int grid2_span = 1000;
static bool grid1_draw = true;
static bool grid2_draw = true;
static float tex_scale = 1.f;
static struct TexAnimation tex_gui_anim = { 0 };
char current_level[MAXNAME] = { '\0' };
char levelname[MAXNAME] = { '\0' };
static struct vec *levels = NULL;
static const int ASSET_WIN_SIZE = 512;
static const char *get_extension(const char *filepath)
{
return strrchr(filepath, '.');
}
static int
check_if_resource(const char *fpath, const struct stat *sb, int typeflag,
struct FTW *ftwbuf)
{
if (typeflag == FTW_F) {
const char *ext = get_extension(fpath);
if (ext && is_allowed_extension(ext)) {
struct fileasset *newasset =
(struct fileasset *) calloc(1, sizeof(struct fileasset));
newasset->filename =
(char *) malloc(sizeof(char) * strlen(fpath) + 1);
strcpy(newasset->filename, fpath);
newasset->extension_len = strlen(ext);
newasset->searched = true;
shput(assets, newasset->filename, newasset);
}
}
return 0;
}
static void print_files_in_directory(const char *dirpath)
{
int nflags = 0;
shfree(assets);
nftw(dirpath, &check_if_resource, 10, nflags);
}
static void get_all_files()
{
print_files_in_directory(DATA_PATH);
}
static int *compute_prefix_function(const char *str)
{
int str_len = strlen(str);
int *pi = (int *) malloc(sizeof(int) * str_len);
pi[0] = 0;
int k = 0;
for (int q = 2; q < str_len; q++) {
while (k > 0 && str[k + 1] != str[q])
k = pi[k];
if (str[k + 1] == str[q])
k += 1;
pi[q] = k;
}
return pi;
}
static bool kmp_match(const char *search, const char *text, int *pi)
{
int s_len = strlen(search);
int t_len = strlen(text);
// int *pi = compute_prefix_function(search);
int q = 0;
bool found = false;
for (int i = 0; i < t_len; i++) {
while (q > 0 && search[q + 1] != text[i])
q = pi[q];
if (search[q + 1] == text[i])
q += 1;
if (q == s_len) {
q = pi[q];
found = true;
goto end;
}
}
end:
return found;
}
static int MyCallback(ImGuiInputTextCallbackData * data)
{
if (data->EventFlag == ImGuiInputTextFlags_CallbackCompletion) {
data->InsertChars(data->CursorPos, "..");
} else if (data->EventFlag == ImGuiInputTextFlags_CallbackHistory) {
if (data->EventKey == ImGuiKey_UpArrow) {
data->DeleteChars(0, data->BufTextLen);
data->InsertChars(0, "Pressed Up!");
data->SelectAll();
} else if (data->EventKey == ImGuiKey_DownArrow) {
data->DeleteChars(0, data->BufTextLen);
data->InsertChars(0, "Pressed Down!");
data->SelectAll();
}
} else if (data->EventFlag == ImGuiInputTextFlags_CallbackEdit) {
int i = 0;
if (data->Buf[0] == '\0')
while (i < shlen(assets))
assets[i].value->searched = true;
else
while (i < shlen(assets))
assets[i].value->searched =
(strstr(assets[i].value->filename, data->Buf) ==
NULL) ? false : true;
}
return 0;
}
static int TextEditCallback(ImGuiInputTextCallbackData * data)
{
static int dirty = 0;
if (data->EventChar == '\n') {
dirty = 1;
} else if (data->EventChar == '(') {
//data->EventChar = 245;
dirty = 2;
} else if (data->EventChar == ')') {
dirty = 3;
}
if (data->EventFlag == ImGuiInputTextFlags_CallbackAlways) {
if (dirty == 1) {
dirty = 0;
char *c = &data->Buf[data->CursorPos - 2];
/* Seek to last newline */
while (*c != '\n')
c--;
c++;
if (isblank(*c)) {
char *ce = c;
while (isblank(*ce))
ce++;
data->InsertChars(data->CursorPos, c, ce);
}
}
}
return 0;
}
void editor_save()
{
FILE *feditor = fopen(editor_filename, "w+");
fwrite(&editor, sizeof(editor), 1, feditor);
fclose(feditor);
}
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void editor_init(struct mSDLWindow *window)
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{
projects = vec_make(sizeof(struct gameproject), 5);
levels = vec_make(MAXNAME, 10);
editor_load_projects();
FILE *feditor = fopen(editor_filename, "r");
if (feditor == NULL) {
editor_save();
} else {
fread(&editor, sizeof(editor), 1, feditor);
fclose(feditor);
}
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO & io = ImGui::GetIO();
(void) io;
ImGui::StyleColorsClassic();
ImGui_ImplSDL2_InitForOpenGL(window->window, window->glContext);
ImGui_ImplOpenGL3_Init();
}
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void editor_input(struct mSDLWindow *window, SDL_Event * e)
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{
ImGui_ImplSDL2_ProcessEvent(e);
io = &ImGui::GetIO();
//User requests quit
if (e->type == SDL_QUIT) {
quit = true;
}
//Handle keypress with current mouse position
else if (!editor_wantkeyboard() && e->type == SDL_KEYDOWN) {
switch (e->key.keysym.sym) {
case SDLK_ESCAPE:
quit = true;
editor_save_projects();
editor_save();
break;
case SDLK_1:
renderMode = LIT;
break;
case SDLK_2:
renderMode = UNLIT;
break;
case SDLK_3:
renderMode = WIREFRAME;
break;
case SDLK_4:
renderMode = DIRSHADOWMAP;
break;
case SDLK_5:
renderGizmos = !renderGizmos;
break;
case SDLK_6:
debugDrawPhysics = !debugDrawPhysics;
break;
case SDLK_7:
break;
case SDLK_8:
break;
case SDLK_9:
break;
case SDLK_0:
break;
case SDLK_t:
break;
case SDLK_F2:
editor.showAssetMenu = !editor.showAssetMenu;
break;
case SDLK_F3:
editor.showStats = !editor.showStats;
break;
case SDLK_F4:
editor.showHierarchy = !editor.showHierarchy;
break;
case SDLK_F5:
editor.showLighting = !editor.showLighting;
break;
case SDLK_F6:
editor.showGameSettings = !editor.showGameSettings;
break;
case SDLK_F7:
editor.showViewmode = !editor.showViewmode;
break;
case SDLK_F8:
editor.showDebugMenu = !editor.showDebugMenu;
break;
case SDLK_F9:
editor.showExport = !editor.showExport;
break;
case SDLK_F10:
editor.showLevel = !editor.showLevel;
break;
case SDLK_F11:
window_togglefullscreen(window);
break;
case SDLK_BACKQUOTE:
editor.showREPL = !editor.showREPL;
break;
case SDLK_k:
showGrid = !showGrid;
break;
case SDLK_DELETE:
break;
case SDLK_f:
/*
if (selectedobject != NULL) {
cam_goto_object(&camera, &selectedobject->transform);
}
*/
break;
};
} else if (!editor_wantkeyboard() && e->type == SDL_MOUSEBUTTONDOWN) {
if (selectedobject != NULL) {
switch (e->key.keysym.sym) {
case SDLK_g:
// handle translate
break;
case SDLK_r:
break;
case SDLK_t:
break;
}
}
switch (e->button.button) {
case SDL_BUTTON_RIGHT:
SDL_SetRelativeMouseMode(SDL_TRUE);
break;
case SDL_BUTTON_MIDDLE:
/*
glBindFramebuffer(GL_FRAMEBUFFER, debugColorPickBO);
int mx = 0;
int my = 0;
SDL_GetMouseState(&mx, &my);
unsigned char data[4];
glReadPixels(mx, SCREEN_HEIGHT - my, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, data);
int pickID = data[0] + data[1]*256 + data[2]*256*256;
snprintf(objectName, 200, "Object %d", pickID);
pickGameObject(pickID);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
*/
pickGameObject(-1);
break;
}
} else if (!editor_wantkeyboard() && e->type == SDL_MOUSEBUTTONUP) {
switch (e->button.button) {
case SDL_BUTTON_RIGHT:
SDL_SetRelativeMouseMode(SDL_FALSE);
SDL_WarpMouseInWindow(window->window, SCREEN_WIDTH / 2.f,
SCREEN_HEIGHT / 2.f);
break;
}
} else if (e->type == SDL_MOUSEWHEEL) {
mouseWheelY = e->wheel.y;
}
SDL_GetRelativeMouseState(&xchange, &ychange);
if (SDL_GetRelativeMouseMode()) {
// camera_update(&camera, xchange, ychange, currentKeyStates, mouseWheelY, deltaT);
}
}
int editor_wantkeyboard()
{
return io->WantCaptureKeyboard;
}
void editor_project_gui()
{
/* Grid, etc */
if (grid1_draw)
draw_grid(grid1_width, grid1_span);
if (grid2_draw)
draw_grid(grid2_width, grid2_span);
if (debugDrawPhysics) {
/*
for (int i = 0; i < number_of_gameobjects(); i++)
phys2d_dbgdrawcircle(objects[i]->circle);
*/
}
if (ImGui::BeginMainMenuBar()) {
ImGui::Text("Current level: %s",
current_level[0] ==
'\0' ? "Level not saved!" : current_level);
if (ImGui::BeginMenu("Windows")) {
ImGui::MenuItem("Resources", "F2", &editor.showAssetMenu);
ImGui::MenuItem("Hierarchy", "F4", &editor.showHierarchy);
ImGui::MenuItem("Lighting", "F5", &editor.showLighting);
ImGui::MenuItem("Game Settings", "F6",
&editor.showGameSettings);
ImGui::MenuItem("View", "F7", &editor.showViewmode);
ImGui::MenuItem("Debug", "F8", &editor.showDebugMenu);
ImGui::MenuItem("Export", "F9", &editor.showExport);
ImGui::MenuItem("Level", "F10", &editor.showLevel);
ImGui::MenuItem("REPL", "`", &editor.showREPL);
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Levels")) {
if (ImGui::Button("New")) {
new_level();
current_level[0] = '\0';
}
if (ImGui::Button("Save")) {
save_level(current_level);
get_levels();
}
if (ImGui::Button("Save as")) {
save_level(levelname);
strcpy(current_level, levelname);
levelname[0] = '\0';
get_levels();
}
ImGui::SameLine();
ImGui::InputText("", levelname, MAXNAME);
vec_walk(levels, (void (*)(void *)) &editor_level_btn);
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
}
if (editor.showExport) {
ImGui::Begin("Export and Bake", &editor.showExport);
if (ImGui::Button("Bake")) {
}
if (ImGui::Button("Build")) {
}
ImGui::End();
}
// Shadow map vars
if (editor.showLighting) {
ImGui::Begin("Lighting options", &editor.showLighting);
if (ImGui::CollapsingHeader("Directional shadow map")) {
ImGui::SliderFloat("Near plane", &near_plane, -200.f, 200.f,
NULL, 1.f);
ImGui::SliderFloat("Far plane", &far_plane, -200.f, 200.f,
NULL, 1.f);
ImGui::SliderFloat("Shadow Lookahead", &shadowLookahead, 0.f,
100.f, NULL, 1.f);
ImGui::SliderFloat("Plane size", &plane_size, 0.f, 100.f, NULL,
1.f);
}
ImGui::End();
}
if (editor.showGameSettings) {
ImGui::Begin("Game settings", &editor.showGameSettings);
ImGui::InputText("Game name", cur_project->name, 127);
if (ImGui::CollapsingHeader("Physics")) {
ImGui::DragFloat("2d Gravity", &phys2d_gravity, 1.f, -5000.f,
0.f, "%.3f");
phys2d_apply();
}
if (ImGui::CollapsingHeader("Quality")) {
}
ImGui::End();
}
if (editor.showStats) {
ImGui::Begin("Stats", &editor.showStats);
ImGui::Text("FPS: %2.4f", 1.f / deltaT);
ImGui::Text("Triangles rendered: %d", triCount);
ImGui::End();
}
if (editor.showREPL) {
ImGuiInputTextFlags flags = ImGuiInputTextFlags_EnterReturnsTrue;
ImGui::Begin("REPL", &editor.showREPL);
static char buffer[512] = { '\0' };
if (ImGui::InputText("", buffer, 512, flags)) {
//scheme_load_string(sc, buffer);
script_run(buffer);
buffer[0] = { '\0' };
}
ImGui::End();
}
if (editor.showViewmode) {
ImGui::Begin("View options", &editor.showViewmode);
ImGui::SliderFloat("Camera FOV", &editorFOV, 0.1f, 90.f);
ImGui::SliderFloat("Camera Near Plane", &editorClose, 0.1f, 5.f);
ImGui::SliderFloat("Camera Far Plane", &editorFar, 50.f, 10000.f);
if (ImGui::CollapsingHeader("Shading mode")) {
ImGui::RadioButton("Lit", &renderMode, RenderMode::LIT);
ImGui::RadioButton("Unlit", &renderMode, RenderMode::UNLIT);
ImGui::RadioButton("Wireframe", &renderMode,
RenderMode::WIREFRAME);
ImGui::RadioButton("Directional shadow map", &renderMode,
RenderMode::DIRSHADOWMAP);
}
if (ImGui::CollapsingHeader("Lighting")) {
ImGui::Checkbox("Shadows", &renderDynamicShadows);
ImGui::Checkbox("Ambient Occlusion", &renderAO);
}
if (ImGui::CollapsingHeader("Debug Draws")) {
ImGui::Checkbox("Gizmos", &renderGizmos);
ImGui::Checkbox("Grid", &showGrid);
ImGui::Checkbox("Physics", &debugDrawPhysics);
}
ImGui::End();
}
if (editor.showHierarchy) {
ImGui::Begin("Objects", &editor.showHierarchy);
if (ImGui::Button("New Object")) {
MakeGameobject();
}
obj_gui_hierarchy(selectedobject);
ImGui::End();
}
ImGui::Begin("Simulate");
if (physOn) {
if (ImGui::Button("Pause"))
game_pause();
ImGui::SameLine();
if (ImGui::Button("Stop"))
game_stop();
} else {
if (ImGui::Button("Play"))
game_start();
}
ImGui::End();
ImGui::Begin("Prefab Creator");
vec_walk(prefabs, (void (*)(void *)) &editor_prefab_btn);
ImGui::End();
if (editor.showAssetMenu) {
ImGui::Begin("Asset Menu", &editor.showAssetMenu);
ImGui::InputText("Search", asset_search_buffer, 100,
ImGuiInputTextFlags_CallbackEdit, MyCallback);
if (ImGui::Button("Reload all files"))
get_all_files();
ImGui::BeginChild("##scrolling");
for (int i = 0; i < shlen(assets); i++) {
if (!assets[i].value->searched)
continue;
if (ImGui::Button(assets[i].value->filename + stemlen)) {
editor_selectasset(assets[i].value);
}
}
ImGui::EndChild();
ImGui::End();
}
if (selected_asset)
editor_asset_gui(selected_asset);
if (editor.showDebugMenu) {
ImGui::Begin("Debug Menu", &editor.showDebugMenu);
if (ImGui::Button("Reload Shaders")) {
shader_compile_all();
}
//ImGui::SliderFloat("Grid scale", &gridScale, 100.f, 500.f, "%1.f");
ImGui::SliderInt("Grid 1 Span", &grid1_span, 1, 500);
ImGui::SameLine();
ImGui::Checkbox("Draw", &grid1_draw);
ImGui::SliderInt("Grid 2 Span", &grid2_span, 10, 1000);
ImGui::SameLine();
ImGui::Checkbox("Draw", &grid2_draw);
/*
ImGui::SliderFloat("Grid Opacity", &gridOpacity, 0.f, 1.f);
ImGui::SliderFloat("Small unit", &smallGridUnit, 0.5f, 5.f);
ImGui::SliderFloat("Big unit", &bigGridUnit, 10.f, 50.f);
ImGui::SliderFloat("Small thickness", &gridSmallThickness, 1.f, 10.f, "%1.f");
ImGui::SliderFloat("Big thickness", &gridBigThickness, 1.f, 10.f, "%1.f");
ImGui::ColorEdit3("1 pt grid color", (float*)&gridSmallColor);
ImGui::ColorEdit3("10 pt grid color", (float*)&gridBigColor);
*/
//ImGui::SliderInt("MSAA", &msaaSamples, 0, 4);
ImGui::End();
}
startobjectgui:
if (selectedobject) {
draw_point(selectedobject->transform.position[0],
selectedobject->transform.position[1], 5);
ImGui::Begin("Object Parameters");
if (ImGui::Button("Save"))
gameobject_saveprefab(selectedobject);
ImGui::SameLine();
if (ImGui::Button("Del")) {
gameobject_delete(selected_index);
pickGameObject(-1);
ImGui::End();
goto startobjectgui;
}
ImGui::SameLine();
if (selectedobject->editor.prefabSync) {
if (ImGui::Button("Revert"))
gameobject_revertprefab(selectedobject);
}
ImGui::InputText("Name", selectedobject->editor.mname, 50);
ImGui::InputText("Prefab", selectedobject->editor.prefabName, 50,
selectedobject->editor.
prefabSync ? ImGuiInputTextFlags_ReadOnly : 0);
object_gui(selectedobject);
ImGui::End();
ImGui::Begin("Components");
for (int i = 0; i < ncomponent; i++) {
if (ImGui::Button(components[i].name)) {
gameobject_addcomponent(selectedobject, &components[i]);
}
}
ImGui::End();
}
}
void editor_render()
{
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame();
ImGui::NewFrame();
if (cur_project)
editor_project_gui();
else
editor_proj_select_gui();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
void pickGameObject(int pickID)
{
if (pickID >= 0 && pickID < gameobjects->len) {
selected_index = pickID;
selectedobject =
(struct mGameObject *) vec_get(gameobjects, pickID);
} else {
selected_index = -1;
selectedobject = NULL;
}
}
int is_allowed_extension(const char *ext)
{
for (int i = 0;
i < sizeof(allowed_extensions) / sizeof(allowed_extensions[0]);
i++) {
if (!strcmp(ext + 1, allowed_extensions[i]))
return true;
}
return false;
}
void editor_level_btn(char *level)
{
if (ImGui::Button(level)) {
load_level(level);
strcpy(current_level, level);
}
}
void editor_selectasset(struct fileasset *asset)
{
const char *ext = get_extension(asset->filename);
if (!strcmp(ext + 1, "png") || !strcmp(ext + 1, "jpg")) {
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asset->data = texture_loadfromfile(asset->filename);
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tex_gui_anim.tex = (struct Texture *) asset->data;
asset->type = ASSET_TYPE_IMAGE;
tex_anim_set(&tex_gui_anim);
tex_scale = float ((float) ASSET_WIN_SIZE / tex_gui_anim.tex->width);
if (tex_scale >= 10.f)
tex_scale = 10.f;
} else if (!strcmp(ext + 1, "glsl")) {
asset->type = ASSET_TYPE_TEXT;
FILE *fasset = fopen(asset->filename, "rb");
fseek(fasset, 0, SEEK_END);
long length = ftell(fasset);
fseek(fasset, 0, SEEK_SET);
asset->data = malloc(ASSET_TEXT_BUF);
fread(asset->data, 1, length, fasset);
fclose(fasset);
}
selected_asset = asset;
}
void editor_selectasset_str(char *path)
{
struct fileasset *asset = shget(assets, path);
if (asset)
editor_selectasset(asset);
}
void editor_asset_tex_gui(struct Texture *tex)
{
ImGui::Text("%dx%d", tex->width, tex->height);
ImGui::SliderFloat("Zoom", &tex_scale, 0.01f, 10.f);
int old_sprite = tex->opts.sprite;
ImGui::Checkbox("Sprite", (bool *) &tex->opts.sprite);
if (old_sprite != tex->opts.sprite)
tex_gpu_load(tex);
/*
ImGui::RadioButton("Raw", &tex_view, 0);
ImGui::SameLine(); ImGui::RadioButton("View 1", &tex_view, 1);
ImGui::SameLine(); ImGui::RadioButton("View 2", &tex_view, 2);
*/
ImGui::Checkbox("Animation", (bool *) &tex->opts.animation);
if (tex->opts.animation) {
int old_frames = tex->anim.frames;
int old_ms = tex->anim.ms;
ImGui::SliderInt("Frames", &tex->anim.frames, 1, 20);
ImGui::SliderInt("FPS", &tex->anim.ms, 1, 24);
if (tex_gui_anim.playing) {
if (ImGui::Button("Pause"))
anim_pause(&tex_gui_anim);
ImGui::SameLine();
if (tex_gui_anim.playing && ImGui::Button("Stop"))
anim_stop(&tex_gui_anim);
} else {
if (ImGui::Button("Play"))
anim_play(&tex_gui_anim);
ImGui::SameLine();
if (ImGui::Button("Bkwd"))
anim_bkwd(&tex_gui_anim);
ImGui::SameLine();
if (ImGui::Button("Fwd"))
anim_fwd(&tex_gui_anim);
}
ImGui::SameLine();
ImGui::Text("Frame %d/%d", tex_gui_anim.frame + 1,
tex_gui_anim.tex->anim.frames);
if (old_frames != tex->anim.frames || old_ms != tex->anim.ms)
tex_anim_set(&tex_gui_anim);
ImVec2 uv0 = ImVec2(tex_gui_anim.uv.x, tex_gui_anim.uv.y);
ImVec2 uv1 = ImVec2(tex_gui_anim.uv.x + tex_gui_anim.uv.w,
tex_gui_anim.uv.y + tex_gui_anim.uv.h);
ImGui::Image((void *) (intptr_t) tex->id,
ImVec2(tex->width * tex_gui_anim.uv.w * tex_scale,
tex->height * tex_gui_anim.uv.h * tex_scale),
uv0, uv1);
} else {
ImGui::Image((void *) (intptr_t) tex->id,
ImVec2(tex->width * tex_scale,
tex->height * tex_scale));
}
}
void editor_asset_text_gui(char *text)
{
ImGui::InputTextMultiline("File edit", text, ASSET_TEXT_BUF,
ImVec2(600, 500),
ImGuiInputTextFlags_CallbackAlways |
ImGuiInputTextFlags_CallbackCharFilter,
TextEditCallback);
if (ImGui::Button("Save")) {
FILE *f = fopen(selected_asset->filename, "wd");
size_t len = strlen(text);
fwrite(text, len, 1, f);
fclose(f);
}
}
void editor_asset_gui(struct fileasset *asset)
{
ImGui::Begin("Asset Viewer");
ImGui::Text("%s", selected_asset->filename);
ImGui::SameLine();
if (ImGui::Button("Close"))
selected_asset = NULL;
switch (asset->type) {
case ASSET_TYPE_NULL:
break;
case ASSET_TYPE_IMAGE:
editor_asset_tex_gui((struct Texture *) asset->data);
break;
case ASSET_TYPE_TEXT:
editor_asset_text_gui((char *) asset->data);
break;
}
ImGui::End();
}
void editor_load_projects()
{
FILE *f = fopen("projects.yugh", "r");
if (!f)
return;
vec_load(projects, f);
fclose(f);
}
void editor_save_projects()
{
FILE *f = fopen("projects.yugh", "w");
vec_store(projects, f);
fclose(f);
}
void editor_project_btn_gui(struct gameproject *gp)
{
if (ImGui::Button(gp->name))
editor_init_project(gp);
ImGui::SameLine();
ImGui::Text(gp->path);
}
void editor_proj_select_gui()
{
ImGui::Begin("Project Select");
vec_walk(projects, (void (*)(void *)) &editor_project_btn_gui);
ImGui::InputText("Project import path", setpath, MAXPATH);
ImGui::SameLine();
if (ImGui::Button("Create")) {
editor_make_project(setpath);
}
ImGui::SameLine();
if (ImGui::Button("Import")) {
editor_import_project(setpath);
}
ImGui::End();
}
void editor_init_project(struct gameproject *gp)
{
cur_project = gp;
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DATA_PATH = strdup(gp->path);
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stemlen = strlen(DATA_PATH);
findPrefabs();
get_levels();
get_all_files();
}
void editor_make_project(char *path)
{
FILE *f = path_open("%s%s", "w", path, "/project.yugh");
cur_project =
(struct gameproject *) malloc(sizeof(struct gameproject));
strncpy(cur_project->name, "New Game", 127);
strncpy(cur_project->path, path, 2048);
vec_add(projects, cur_project);
fwrite(cur_project, sizeof(*cur_project), 1, f);
fclose(f);
editor_init_project(cur_project);
editor_save_projects();
}
void editor_import_project(char *path)
{
FILE *f = path_open("%s%s", "r", path, "/project.yugh");
if (!f)
return;
struct gameproject *gp = (struct gameproject *) malloc(sizeof(*gp));
fread(gp, sizeof(*gp), 1, f);
fclose(f);
vec_add(projects, gp);
}
/////// Object GUIs
#include "light.h"
#include "transform.h"
#include "static_actor.h"
/*
void light_gui(struct mLight *light)
{
object_gui(&light->obj);
if (ImGui::CollapsingHeader("Light")) {
ImGui::DragFloat("Strength", &light->strength, 0.001f, 0.f, 1.f);
ImGui::ColorEdit3("Color", &light->color[0]);
ImGui::Checkbox("Dynamic", (bool *) &light->dynamic);
}
}
void pointlight_gui(struct mPointLight *light)
{
light_gui(&light->light);
if (ImGui::CollapsingHeader("Point Light")) {
ImGui::DragFloat("Constant", &light->constant, 0.001f, 0.f, 1.f);
ImGui::DragFloat("Linear", &light->linear, 0.001f, 0.f, 0.3f);
ImGui::DragFloat("Quadratic", &light->quadratic, 0.001f, 0.f,
0.3f);
}
}
void spotlight_gui(struct mSpotLight *spot)
{
light_gui(&spot->light);
if (ImGui::CollapsingHeader("Spotlight")) {
ImGui::DragFloat("Linear", &spot->linear, 0.001f, 0.f, 1.f);
ImGui::DragFloat("Quadratic", &spot->quadratic, 0.001f, 0.f, 1.f);
ImGui::DragFloat("Distance", &spot->distance, 0.1f, 0.f, 200.f);
ImGui::DragFloat("Cutoff Degrees", &spot->cutoff, 0.01f, 0.f,
0.7f);
ImGui::DragFloat("Outer Cutoff Degrees", &spot->outerCutoff, 0.01f,
0.f, 0.7f);
}
}
*/
void staticactor_gui(struct mStaticActor *sa)
{
object_gui(&sa->obj);
if (ImGui::CollapsingHeader("Model")) {
ImGui::Checkbox("Cast Shadows", &sa->castShadows);
ImGui::Text("Model path", &sa->currentModelPath);
ImGui::SameLine();
if (ImGui::Button("Load model")) {
//asset_command = set_new_model;
curActor = sa;
}
}
}
void trans_drawgui(struct mTransform *T)
{
/*ImGui::DragFloat3("Position", (float *) &T->position, 0.01f, -1000.f,
1000.f, "%4.2f");
ImGui::DragFloat("Rotation", (float *) &T->rotation[0] , 0.5f, 0.f,
360.f, "%4.2f"); */
ImGui::DragFloat("Scale", (float *) &T->scale, 0.001f, 0.f, 1000.f,
"%3.1f");
}
void object_gui(struct mGameObject *go)
{
float temp_pos[2];
temp_pos[0] = cpBodyGetPosition(go->body).x;
temp_pos[1] = cpBodyGetPosition(go->body).y;
draw_point(temp_pos[0], temp_pos[1], 3);
ImGui::DragFloat2("Position", (float *) temp_pos, 1.f, 0.f, 0.f,
"%.0f");
cpVect tvect = { temp_pos[0], temp_pos[1] };
cpBodySetPosition(go->body, tvect);
float mtry = cpBodyGetAngle(go->body);
float modtry = fmodf(mtry * RAD2DEGS, 360.f);
float modtry2 = modtry;
ImGui::DragFloat("Angle", &modtry, 0.5f, -1000.f, 1000.f, "%3.1f");
modtry -= modtry2;
cpBodySetAngle(go->body, mtry + (modtry * DEG2RADS));
ImGui::DragFloat("Scale", &go->scale, 0.001f, 0.f, 1000.f, "%3.3f");
if (ImGui::Button("Start")) {
}
ImGui::SameLine();
if (ImGui::Button("Update")) {
}
ImGui::SameLine();
if (ImGui::Button("Fixed Update")) {
}
ImGui::SameLine();
if (ImGui::Button("End")) {
}
ImGui::RadioButton("Static", (int *) &go->bodytype,
(int) CP_BODY_TYPE_STATIC);
ImGui::SameLine();
ImGui::RadioButton("Dynamic", (int *) &go->bodytype,
(int) CP_BODY_TYPE_DYNAMIC);
ImGui::SameLine();
ImGui::RadioButton("Kinematic", (int *) &go->bodytype,
(int) CP_BODY_TYPE_KINEMATIC);
cpBodySetType(go->body, go->bodytype);
if (go->bodytype == CP_BODY_TYPE_DYNAMIC) {
ImGui::DragFloat("Mass", &go->mass, 0.01f, 0.01f, 1000.f);
cpBodySetMass(go->body, go->mass);
}
ImGui::DragFloat("Friction", &go->f, 0.01f, 0.f, 10.f);
ImGui::DragFloat("Elasticity", &go->e, 0.01f, 0.f, 2.f);
int n = -1;
for (int i = 0; i < go->components->len; i++) {
ImGui::PushID(i);
struct component *c =
(struct component *) vec_get(go->components, i);
if (c->draw_debug)
c->draw_debug(c->data);
if (ImGui::CollapsingHeader(c->name)) {
if (ImGui::Button("Del")) {
n = i;
}
c->draw_gui(c->data);
}
end:
ImGui::PopID();
}
if (n >= 0)
gameobject_delcomponent(go, n);
}
void sprite_gui(struct mSprite *sprite)
{
//ImGui::Text("Path", sprite->tex->path);
//ImGui::SameLine();
if (ImGui::Button("Load texture") && selected_asset != NULL) {
sprite_loadtex(sprite, selected_asset->filename);
}
if (sprite->tex != NULL) {
ImGui::Text("%s", sprite->tex->path);
ImGui::Text("%dx%d", sprite->tex->width, sprite->tex->height);
if (ImGui::ImageButton
((void *) (intptr_t) sprite->tex->id, ImVec2(50, 50))) {
editor_selectasset_str(sprite->tex->path);
}
}
ImGui::DragFloat2("Sprite Position", (float *) sprite->pos, 0.01f,
-1.f, 0.f);
if (ImGui::Button("C")) {
sprite->pos[0] = -0.5f;
sprite->pos[1] = -0.5f;
}
ImGui::SameLine();
if (ImGui::Button("U")) {
sprite->pos[0] = -0.5f;
sprite->pos[1] = -1.f;
}
ImGui::SameLine();
if (ImGui::Button("D")) {
sprite->pos[0] = -0.5f;
sprite->pos[1] = 0.f;
}
}
void circle_gui(struct phys2d_circle *circle)
{
ImGui::DragFloat("Radius", &circle->radius, 1.f, 1.f, 10000.f);
ImGui::DragFloat2("Offset", circle->offset, 1.f, 0.f, 0.f);
phys2d_applycircle(circle);
}
void segment_gui(struct phys2d_segment *seg)
{
ImGui::DragFloat2("a", seg->a, 1.f, 0.f, 0.f);
ImGui::DragFloat2("b", seg->b, 1.f, 0.f, 0.f);
phys2d_applyseg(seg);
}
void box_gui(struct phys2d_box *box)
{
ImGui::DragFloat("Width", &box->w, 1.f, 0.f, 1000.f);
ImGui::DragFloat("Height", &box->h, 1.f, 0.f, 1000.f);
ImGui::DragFloat2("Offset", box->offset, 1.f, 0.f, 0.f);
ImGui::DragFloat("Radius", &box->r, 1.f, 0.f, 100.f);
phys2d_applybox(box);
}
void poly_gui(struct phys2d_poly *poly)
{
if (ImGui::Button("Add Poly Vertex"))
phys2d_polyaddvert(poly);
for (int i = 0; i < poly->n; i++) {
ImGui::PushID(i);
ImGui::DragFloat2("P", &poly->points[i * 2], 1.f, 0.f, 0.f);
ImGui::PopID();
}
ImGui::DragFloat("Radius", &poly->radius);
phys2d_applypoly(poly);
}
void edge_gui(struct phys2d_edge *edge)
{
if (ImGui::Button("Add Edge Vertex"))
phys2d_edgeaddvert(edge);
for (int i = 0; i < edge->n; i++) {
ImGui::PushID(i);
ImGui::DragFloat2("E", &edge->points[i * 2], 1.f, 0.f, 0.f);
ImGui::PopID();
}
ImGui::DragFloat("Thickness", &edge->thickness);
phys2d_applyedge(edge);
}
void editor_makenewobject()
{
}
int obj_gui_hierarchy(struct mGameObject *selected)
{
for (int i = 0; i < gameobjects->len; i++) {
struct mGameObject *go =
(struct mGameObject *) vec_get(gameobjects, i);
if (ImGui::Selectable(go->editor.mname, go == selected, 1 << 22)) {
if (go != selected)
pickGameObject(i);
}
}
return 0;
}
void get_levels()
{
fill_extensions(levels, DATA_PATH, EXT_LEVEL);
}
void editor_prefab_btn(char *prefab)
{
if (ImGui::Button(prefab)) {
gameobject_makefromprefab(prefab);
/*GameObject* newprefab = (GameObject*)createPrefab(*prefab); */
/*cam_inverse_goto(&camera, &newprefab->transform); */
}
}
void game_start()
{
physOn = 1;
}
void game_resume()
{
physOn = 1;
}
void game_stop()
{
physOn = 0;
}
void game_pause()
{
physOn = 0;
}
void pinball_flipper_gui(struct flipper *flip)
{
ImGui::DragFloat("Angle start", &flip->angle1, 0, 360);
ImGui::DragFloat("Angle end", &flip->angle2, 0, 360);
ImGui::DragFloat("Flipper speed", &flip->flipspeed, 0, 100);
}