#define NK_INCLUDE_FIXED_TYPES #define NK_INCLUDE_STANDARD_IO #define NK_INCLUDE_STANDARD_VARARGS #define NK_INCLUDE_DEFAULT_ALLOCATOR #define NK_INCLUDE_VERTEX_BUFFER_OUTPUT #define NK_INCLUDE_FONT_BAKING #define NK_INCLUDE_DEFAULT_FONT #define NK_IMPLEMENTATION #define NK_GLFW_GL3_IMPLEMENTATION #define NK_KEYSTATE_BASED_INPUT #include "nuklear.h" #include "nuklear_glfw_gl3.h" #define MAX_VERTEX_BUFFER 512 * 1024 #define MAX_ELEMENT_BUFFER 128 * 1024 #include "openglrender.h" #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 #include #include "editorstate.h" #include #include "input.h" #include "2dphysics.h" #include "debugdraw.h" #include "level.h" #include "texture.h" #include "sprite.h" #include #include "math.h" #include #include #include "pinball.h" #include "config.h" #include "vec.h" #include "debug.h" #include "script.h" #include #define ASSET_TEXT_BUF 1024*1024 /* 1 MB buffer for editing text files */ 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; // Debug render modes static bool renderGizmos = false; static bool showGrid = true; static bool debugDrawPhysics = false; const char *allowed_extensions[] = { "jpg", "png", "gltf", "glsl" }; static const char *editor_filename = "editor.ini"; //static ImGuiIO *io = NULL; struct asset { char *key; struct fileasset *value; }; static struct asset *assets = NULL; static char asset_search_buffer[100] = { 0 }; struct fileasset *selected_asset; static int selected_index = -1; 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]; 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); } static void edit_input_cb(GLFWwindow *w, int key, int scancode, int action, int mods) { if (editor_wantkeyboard()) return; switch (key) { case GLFW_KEY_ESCAPE: quit = true; editor_save_projects(); editor_save(); break; case GLFW_KEY_1: renderMode = LIT; break; case GLFW_KEY_2: renderMode = UNLIT; break; case GLFW_KEY_3: renderMode = WIREFRAME; break; case GLFW_KEY_4: renderMode = DIRSHADOWMAP; break; case GLFW_KEY_5: renderGizmos = !renderGizmos; break; case GLFW_KEY_6: debugDrawPhysics = !debugDrawPhysics; break; case GLFW_KEY_7: break; case GLFW_KEY_8: break; case GLFW_KEY_9: break; case GLFW_KEY_0: break; case GLFW_KEY_T: break; case GLFW_KEY_F2: editor.showAssetMenu = !editor.showAssetMenu; break; case GLFW_KEY_F3: editor.showStats = !editor.showStats; break; case GLFW_KEY_F4: editor.showHierarchy = !editor.showHierarchy; break; case GLFW_KEY_F5: editor.showLighting = !editor.showLighting; break; case GLFW_KEY_F6: editor.showGameSettings = !editor.showGameSettings; break; case GLFW_KEY_F7: editor.showViewmode = !editor.showViewmode; break; case GLFW_KEY_F8: editor.showDebugMenu = !editor.showDebugMenu; break; case GLFW_KEY_F9: editor.showExport = !editor.showExport; break; case GLFW_KEY_F10: editor.showLevel = !editor.showLevel; break; case GLFW_KEY_F11: window_togglefullscreen(mainwin); break; case GLFW_KEY_GRAVE_ACCENT: editor.showREPL = !editor.showREPL; break; case GLFW_KEY_K: showGrid = !showGrid; break; case GLFW_KEY_DELETE: break; case GLFW_KEY_F: /* if (selectedobject != NULL) { cam_goto_object(&camera, &selectedobject->transform); } */ break; } } static void edit_mouse_cb(GLFWwindow *w, int button, int action, int mods) { if (editor_wantkeyboard()) return; if (action == GLFW_PRESS) { switch (button) { case GLFW_MOUSE_BUTTON_RIGHT: cursor_hide(); break; case GLFW_MOUSE_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 (action == GLFW_RELEASE) { switch (button) { case GLFW_MOUSE_BUTTON_RIGHT: cursor_show(); break; } } } struct nk_context *nkctx; struct nk_glfw nkglfw = {0}; void editor_init(struct mSDLWindow *window) { 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); } nkctx = nk_glfw3_init(&nkglfw, window->window, NK_GLFW3_INSTALL_CALLBACKS); //set_style(nkctx, THEME_WHITE); glfwSetKeyCallback(window->window, edit_input_cb); glfwSetMouseButtonCallback(window->window, edit_mouse_cb); } void editor_input() { //io = &ImGui::GetIO(); } int editor_wantkeyboard() { /* if (io == NULL) return 0; return io->WantCaptureKeyboard; */ return 0; } 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: %llu", 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() { nk_glfw3_new_frame(&nkglfw); if (cur_project) editor_project_gui(); else editor_proj_select_gui(); nk_end(nkctx); nk_glfw3_render(&nkglfw, NK_ANTI_ALIASING_ON, MAX_VERTEX_BUFFER, MAX_ELEMENT_BUFFER); } 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 (size_t 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")) { asset->data = texture_loadfromfile(asset->filename); tex_gui_anim.tex = (struct Texture *) asset->data; asset->type = ASSET_TYPE_IMAGE; tex_anim_set(&tex_gui_anim); //float 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 = (struct fileasset*)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("%s", 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; DATA_PATH = strdup(gp->path); stemlen = strlen(DATA_PATH); findPrefabs(); get_levels(); get_all_files(); } void editor_make_project(char *path) { FILE *f = path_open("w", "%s%s", 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("r", "%s%s", 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: %s", 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); } 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); */ }