1061 lines
25 KiB
C
1061 lines
25 KiB
C
#include "editor.h"
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#include "2dphysics.h"
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#include "camera.h"
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#include "config.h"
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#include "datastream.h"
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#include "debug.h"
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#include "debugdraw.h"
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#include "editorstate.h"
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#include "gameobject.h"
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#include "input.h"
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#include "level.h"
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#include "math.h"
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#include "openglrender.h"
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#include "registry.h"
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#include "resources.h"
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#include "script.h"
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#include "shader.h"
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#include "sound.h"
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#include "sprite.h"
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#include "texture.h"
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#include "vec.h"
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#include "window.h"
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#include <chipmunk/chipmunk.h>
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#include <ctype.h>
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#include <dirent.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "log.h"
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#include "ftw.h"
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#include <stb_ds.h>
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#define ASSET_TEXT_BUF 1024 * 1024 /* 1 MB buffer for editing text files */
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struct gameproject *cur_project = NULL;
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struct vec *projects = NULL;
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static char setpath[MAXPATH];
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// Menus
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// TODO: Pack this into a bitfield
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static struct editorVars editor = {0};
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// Lighting effect flags
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static bool renderAO = true;
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static bool renderDynamicShadows = true;
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// Debug render modes
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static bool renderGizmos = false;
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static bool showGrid = true;
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static bool debugDrawPhysics = false;
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const char *allowed_extensions[] = {"jpg", "png", "rb", "wav", "mp3", };
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void text_ed_cb(GLFWwindow *win, unsigned int codepoint);
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void asset_srch_cb(GLFWwindow *win, unsigned int codepoint)
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{
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YughInfo("Pushed %d.", codepoint);
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}
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static const char *editor_filename = "editor.ini";
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static struct {
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char *key;
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struct fileasset *value;
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} *assets = NULL;
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static char asset_search_buffer[100] = {'\0'};
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struct fileasset *selected_asset;
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static int selected_index = -1;
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int show_desktop = 0;
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int tex_view = 0;
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static int grid1_width = 1;
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static int grid1_span = 100;
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static int grid2_width = 3;
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static int grid2_span = 1000;
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static bool grid1_draw = true;
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static bool grid2_draw = true;
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static float tex_scale = 1.f;
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static struct TexAnimation tex_gui_anim = {0};
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char current_level[MAXNAME] = {'\0'};
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char levelname[MAXNAME] = {'\0'};
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static struct vec *levels = NULL;
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static const int ASSET_WIN_SIZE = 512;
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static const char *get_extension(const char *filepath) {
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return strrchr(filepath, '.');
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}
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size_t asset_side_size(struct fileasset *asset) {
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if (asset->type == ASSET_TYPE_IMAGE)
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return sizeof(struct Texture);
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return 0;
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}
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void save_asset(struct fileasset *asset) {
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if (asset == NULL) {
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YughWarn("No asset to save.", 0);
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return;
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}
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if (asset->type != ASSET_TYPE_IMAGE) return;
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FILE *f = res_open(str_replace_ext(asset->filename, EXT_ASSET), "w");
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fwrite(asset->data, asset_side_size(asset), 1, f);
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fclose(f);
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}
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void load_asset(struct fileasset *asset) {
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if (asset == NULL) {
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YughWarn("No asset to load.", 0);
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return;
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}
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if (asset->type != ASSET_TYPE_IMAGE)
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return;
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if (asset->data == NULL)
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asset->data = malloc(asset_side_size(asset));
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FILE *f = res_open(str_replace_ext(asset->filename, EXT_ASSET), "r");
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if (f == NULL)
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return;
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struct Texture tex;
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struct Texture *asset_tex = asset->data;
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fread(&tex, asset_side_size(asset), 1, f);
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asset_tex->opts = tex.opts;
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asset_tex->anim = tex.anim;
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fclose(f);
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}
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static int check_if_resource(const char *fpath, const struct stat *sb, int typeflag) {
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if (typeflag != FTW_F)
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return 0;
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const char *ext = get_extension(fpath);
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if (ext && is_allowed_extension(ext)) {
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struct fileasset *newasset = calloc(1, sizeof(struct fileasset));
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newasset->searched = true;
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if (!strcmp(ext+1, "png") || !strcmp(ext+1, "jpg"))
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newasset->type = ASSET_TYPE_IMAGE;
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else if (!strcmp(ext+1, "rb"))
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newasset->type = ASSET_TYPE_TEXT;
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else if (!strcmp(ext+1, "wav") || !strcmp(ext+1, "mp3"))
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newasset->type = ASSET_TYPE_SOUND;
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else
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newasset->type = ASSET_TYPE_NULL;
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newasset->filename = strdup(fpath);
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shput(assets, newasset->filename, newasset);
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}
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return 0;
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}
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static void print_files_in_directory(const char *dirpath) {
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struct fileasset *n = NULL;
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for (int i = 0; i < shlen(assets); i++) {
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free(assets[i].key);
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free(assets[i].value);
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}
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shfree(assets);
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ftw(dirpath, check_if_resource, 10);
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}
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static void get_all_files() { print_files_in_directory("."); }
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static int *compute_prefix_function(const char *str) {
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int str_len = strlen(str);
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int *pi = (int *)malloc(sizeof(int) * str_len);
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pi[0] = 0;
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int k = 0;
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for (int q = 2; q < str_len; q++) {
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while (k > 0 && str[k + 1] != str[q])
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k = pi[k];
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if (str[k + 1] == str[q])
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k += 1;
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pi[q] = k;
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}
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return pi;
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}
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static bool kmp_match(const char *search, const char *text, int *pi) {
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int s_len = strlen(search);
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int t_len = strlen(text);
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// int *pi = compute_prefix_function(search);
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int q = 0;
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bool found = false;
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for (int i = 0; i < t_len; i++) {
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while (q > 0 && search[q + 1] != text[i])
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q = pi[q];
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if (search[q + 1] == text[i])
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q += 1;
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if (q == s_len) {
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q = pi[q];
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found = true;
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goto end;
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}
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}
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end:
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return found;
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}
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void filter_asset_srch()
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{
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if (asset_search_buffer[0] == '\0') {
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for (int i = 0; i < shlen(assets); i++)
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assets[i].value->searched = true;
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} else {
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for (int i = 0; i < shlen(assets); i++)
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assets[i].value->searched = (strstr(assets[i].value->filename, asset_search_buffer) == NULL) ? false : true;
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}
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}
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void filter_autoindent()
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{
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}
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void editor_save() {
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FILE *feditor = fopen(editor_filename, "w+");
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fwrite(&editor, sizeof(editor), 1, feditor);
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fclose(feditor);
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}
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static void edit_input_cb(GLFWwindow *w, int key, int scancode, int action, int mods) {
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if (editor_wantkeyboard()) {
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if (editor.asset_srch & NK_EDIT_ACTIVE) {
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filter_asset_srch();
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}
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if ((editor.text_ed & NK_EDIT_ACTIVE) && key == GLFW_KEY_ENTER) {
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filter_autoindent();
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}
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return;
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}
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if (action == GLFW_RELEASE) {
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switch(key) {
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case GLFW_KEY_TAB:
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show_desktop = 0;
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break;
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}
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return;
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}
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switch (key) {
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case GLFW_KEY_ESCAPE:
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quit = true;
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//editor_save_projects();
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editor_save();
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break;
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case GLFW_KEY_1:
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renderMode = LIT;
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break;
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case GLFW_KEY_2:
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renderMode = UNLIT;
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break;
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case GLFW_KEY_3:
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renderMode = WIREFRAME;
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break;
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case GLFW_KEY_4:
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renderMode = DIRSHADOWMAP;
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break;
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case GLFW_KEY_5:
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renderGizmos = !renderGizmos;
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break;
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case GLFW_KEY_6:
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debugDrawPhysics = !debugDrawPhysics;
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break;
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case GLFW_KEY_7:
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break;
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case GLFW_KEY_8:
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break;
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case GLFW_KEY_9:
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break;
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case GLFW_KEY_0:
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break;
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case GLFW_KEY_T:
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break;
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case GLFW_KEY_F2:
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NEGATE(editor.assets.show);
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break;
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case GLFW_KEY_F3:
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NEGATE(editor.stats.show);
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break;
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case GLFW_KEY_F4:
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NEGATE(editor.hierarchy.show);
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break;
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case GLFW_KEY_F5:
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NEGATE(editor.lighting.show);
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break;
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case GLFW_KEY_F6:
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NEGATE(editor.gamesettings.show);
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break;
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case GLFW_KEY_F7:
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NEGATE(editor.viewmode.show);
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break;
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case GLFW_KEY_F8:
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//NEGATE(editor.debug.show);
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break;
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case GLFW_KEY_F9:
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NEGATE(editor.export.show);
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break;
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case GLFW_KEY_F10:
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NEGATE(editor.level.show);
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break;
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case GLFW_KEY_F11:
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window_togglefullscreen(mainwin);
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break;
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case GLFW_KEY_GRAVE_ACCENT:
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NEGATE(editor.repl.show);
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break;
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case GLFW_KEY_K:
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showGrid = !showGrid;
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break;
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case GLFW_KEY_DELETE:
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break;
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case GLFW_KEY_F:
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/*
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if (selectedobject != NULL) {
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cam_goto_object(&camera, &selectedobject->transform);
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}
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*/
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break;
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case GLFW_KEY_TAB:
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show_desktop = 1;
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break;
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}
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}
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static void edit_mouse_cb(GLFWwindow *w, int button, int action, int mods) {
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if (editor_wantkeyboard())
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return;
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if (action == GLFW_PRESS) {
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switch (button) {
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case GLFW_MOUSE_BUTTON_RIGHT:
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cursor_hide();
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break;
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case GLFW_MOUSE_BUTTON_MIDDLE:
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/*
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glBindFramebuffer(GL_FRAMEBUFFER, debugColorPickBO);
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int mx = 0;
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int my = 0;
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SDL_GetMouseState(&mx, &my);
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unsigned char data[4];
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glReadPixels(mx, SCREEN_HEIGHT - my, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, data);
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int pickID = data[0] + data[1]*256 + data[2]*256*256;
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snprintf(objectName, 200, "Object %d", pickID);
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pickGameObject(pickID);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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*/
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pickGameObject(-1);
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break;
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}
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} else if (action == GLFW_RELEASE) {
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switch (button) {
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case GLFW_MOUSE_BUTTON_RIGHT:
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cursor_show();
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break;
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}
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}
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}
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void editor_init(struct window *window) {
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levels = vec_make(MAXPATH, 10);
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get_levels();
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editor_load_projects();
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findPrefabs();
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FILE *feditor = fopen(editor_filename, "r");
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if (feditor == NULL) {
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editor_save();
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} else {
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fread(&editor, sizeof(editor), 1, feditor);
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fclose(feditor);
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}
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nuke_init(window);
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window->nuke_gui = editor_render;
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window_makefullscreen(window);
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glfwSetKeyCallback(window->window, edit_input_cb);
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glfwSetMouseButtonCallback(window->window, edit_mouse_cb);
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//glfwSetCharCallback(window->window, text_ed_cb);
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//glfwSetCharCallback(window->window, asset_srch_cb);
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get_all_files();
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}
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int editor_wantkeyboard() {
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if (editor.text_ed & NK_EDIT_ACTIVE)
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return 1;
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if (editor.asset_srch & NK_EDIT_ACTIVE)
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return 1;
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return 0;
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}
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const int nuk_std = NK_WINDOW_BORDER | NK_WINDOW_MOVABLE | NK_WINDOW_SCALABLE | NK_WINDOW_TITLE;
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const struct nk_rect nk_rect_std = {250, 250, 250, 250};
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void editor_project_gui() {
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/* Grid, etc */
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if (grid1_draw)
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draw_grid(grid1_width, grid1_span);
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if (grid2_draw)
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draw_grid(grid2_width, grid2_span);
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if (debugDrawPhysics) {
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// for (int i = 0; i < number_of_gameobjects(); i++)
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// phys2d_dbgdrawcircle(objects[i]->circle);
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}
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/*
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if (nk_menu_begin_label(ctx, "Windows", NK_TEXT_LEFT, nk_vec2(100, 200))) {
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nk_layout_row_dynamic(ctx, 25, 1);
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nk_checkbox_label(ctx, "Resources", &editor.assets.show);
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nk_checkbox_label(ctx, "Hierarchy", &editor.hierarchy.show);
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nk_checkbox_label(ctx, "Lighting F5", &editor.lighting.show);
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nk_checkbox_label(ctx, "Game Settings F6", &editor.gamesettings.show);
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nk_checkbox_label(ctx, "View F7", &editor.viewmode.show);
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nk_checkbox_label(ctx, "Debug F8", &editor.debug.show);
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nk_checkbox_label(ctx, "Export F9", &editor.export.show);
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nk_checkbox_label(ctx, "Level F10", &editor.level.show);
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nk_checkbox_label(ctx, "REPL", &editor.repl.show);
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nk_menu_end(ctx);
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}
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*/
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NK_MENU_START(level)
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nuke_nel(1);
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nk_labelf(ctx, "Current level: %s", current_level[0] == '\0' ? "No level loaded." : current_level);
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nuke_nel(3);
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if (nk_button_label(ctx, "New")) {
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new_level();
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current_level[0] = '\0';
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}
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if (nk_button_label(ctx, "Save")) {
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if (strlen(current_level) == 0) {
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YughWarn("Can't save level that has no name.");
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} else {
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save_level(current_level);
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get_levels();
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}
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}
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if (nk_button_label(ctx, "Save as")) {
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if (strlen(current_level) == 0) {
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YughWarn("Can't save level that has no name.");
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} else {
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strcpy(current_level, levelname);
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strncat(current_level, EXT_LEVEL, MAXNAME);
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save_level(current_level);
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levelname[0] = '\0';
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get_levels();
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}
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}
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nuke_nel(1);
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nk_edit_string_zero_terminated(ctx, NK_EDIT_SIMPLE, levelname, MAXNAME - 1, nk_filter_default);
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vec_walk(levels, editor_level_btn);
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NK_MENU_END()
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NK_MENU_START(export)
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nk_layout_row_dynamic(ctx, 25,2);
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if (nk_button_label(ctx, "Bake")) {
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}
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if (nk_button_label(ctx, "Build")) {
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}
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NK_MENU_END()
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// Shadow map vars
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NK_MENU_START(lighting)
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nk_layout_row_dynamic(ctx, 25, 1);
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nk_label(ctx, "Directional shadow map", NK_TEXT_LEFT);
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nk_property_float(ctx, "Near plane", -200.f, &near_plane, 200.f, 1.f, 0.01f);
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nk_property_float(ctx, "Far plane", -200.f, &far_plane, 200.f, 1.f, 0.01f);
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nk_property_float(ctx, "Shadow lookahead", 0.f, &shadowLookahead, 100.f, 1.f, 0.01f);
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nk_property_float(ctx, "Plane size", 0.f, &plane_size, 100.f, 1.f, 0.01f);
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NK_MENU_END()
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NK_MENU_START(gamesettings)
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nk_layout_row_dynamic(ctx,25,1);
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// nk_edit_string_zero_terminated(ctx, NK_EDIT_SIMPLE, cur_project->name,
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// 126, nk_filter_default);
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|
|
if (nk_tree_push(ctx, NK_TREE_NODE, "Physics", NK_MINIMIZED)) {
|
|
nk_property_float(ctx, "2d Gravity", -5000.f, &phys2d_gravity, 0.f, 1.f,
|
|
0.1f);
|
|
phys2d_apply();
|
|
nk_tree_pop(ctx);
|
|
}
|
|
|
|
if (nk_tree_push(ctx, NK_TREE_NODE, "Quality", NK_MINIMIZED)) {
|
|
nk_tree_pop(ctx);
|
|
}
|
|
|
|
NK_MENU_END()
|
|
|
|
NK_MENU_START(stats)
|
|
nk_labelf(ctx, NK_TEXT_LEFT, "FPS: %2.4f", 1.f / deltaT);
|
|
nk_labelf(ctx, NK_TEXT_LEFT, "Triangles rendered: %llu", triCount);
|
|
NK_MENU_END()
|
|
|
|
NK_MENU_START(repl)
|
|
|
|
nk_layout_row_dynamic(ctx, 300, 1);
|
|
|
|
nk_flags active;
|
|
|
|
static char buffer[512] = {'\0'};
|
|
|
|
active = nk_edit_string_zero_terminated(ctx, NK_EDIT_BOX | NK_EDIT_SIG_ENTER, buffer, 512 - 1, nk_filter_ascii);
|
|
if (active && NK_EDIT_COMMITED) {
|
|
script_run(buffer);
|
|
buffer[0] = '\0';
|
|
}
|
|
|
|
NK_MENU_END()
|
|
|
|
NK_MENU_START(debug)
|
|
|
|
nk_layout_row_dynamic(ctx, 25, 1);
|
|
|
|
nk_property_float(ctx, "Camera FOV", 0.1f, &editorFOV, 90.f, 1.f, 0.1f);
|
|
nk_property_float(ctx, "Camera Near Plane", 0.1f, &editorClose, 5.f, 0.1f, 0.01f);
|
|
nk_property_float(ctx, "Camera Far Plane", 50.f, &editorFar, 10000.f, 1.f,1.f);
|
|
|
|
if (nk_tree_push(ctx, NK_TREE_NODE, "Shading mode", NK_MINIMIZED)) {
|
|
renderMode =
|
|
nk_option_label(ctx, "Lit", renderMode == LIT) ? LIT : renderMode;
|
|
renderMode = nk_option_label(ctx, "Unlit", renderMode == UNLIT)
|
|
? UNLIT
|
|
: renderMode;
|
|
renderMode = nk_option_label(ctx, "Wireframe", renderMode == WIREFRAME)
|
|
? WIREFRAME
|
|
: renderMode;
|
|
renderMode = nk_option_label(ctx, "Directional shadow map",
|
|
renderMode == DIRSHADOWMAP)
|
|
? DIRSHADOWMAP
|
|
: renderMode;
|
|
nk_tree_pop(ctx);
|
|
}
|
|
|
|
if (nk_tree_push(ctx, NK_TREE_NODE, "Lighting", NK_MINIMIZED)) {
|
|
nk_checkbox_label(ctx, "Shadows", &renderDynamicShadows);
|
|
nk_checkbox_label(ctx, "Ambient Occlusion", &renderAO);
|
|
nk_tree_pop(ctx);
|
|
}
|
|
|
|
if (nk_tree_push(ctx, NK_TREE_NODE, "Debug Draws", NK_MINIMIZED)) {
|
|
nk_checkbox_label(ctx, "Gizmos", &renderGizmos);
|
|
nk_checkbox_label(ctx, "Grid", &showGrid);
|
|
nk_checkbox_label(ctx, "Physics", &debugDrawPhysics);
|
|
nk_tree_pop(ctx);
|
|
}
|
|
|
|
NK_MENU_END()
|
|
|
|
NK_MENU_START(hierarchy)
|
|
nk_layout_row_dynamic(ctx, 25, 1);
|
|
|
|
if (nk_button_label(ctx, "New Object")) {
|
|
MakeGameobject();
|
|
}
|
|
|
|
obj_gui_hierarchy(selectedobject);
|
|
|
|
NK_MENU_END()
|
|
|
|
NK_FORCE(simulate)
|
|
nk_layout_row_dynamic(ctx, 25, 2);
|
|
if (physOn) {
|
|
if (nk_button_label(ctx, "Pause"))
|
|
game_pause();
|
|
|
|
if (nk_button_label(ctx, "Stop"))
|
|
game_stop();
|
|
} else {
|
|
if (nk_button_label(ctx, "Play"))
|
|
game_start();
|
|
}
|
|
|
|
NK_FORCE_END()
|
|
|
|
NK_FORCE(prefab)
|
|
nuke_nel(1);
|
|
nk_layout_row_dynamic(ctx, 25, 1);
|
|
|
|
vec_walk(prefabs, editor_prefab_btn);
|
|
NK_FORCE_END()
|
|
|
|
NK_MENU_START(assets)
|
|
nuke_nel(1);
|
|
editor.asset_srch = nk_edit_string_zero_terminated(ctx, NK_EDIT_SIMPLE, asset_search_buffer, 100, nk_filter_ascii);
|
|
|
|
|
|
|
|
if (nk_button_label(ctx, "Reload all files"))
|
|
get_all_files();
|
|
|
|
|
|
for (int i = 0; i < shlen(assets); i++) {
|
|
if (!assets[i].value->searched)
|
|
continue;
|
|
|
|
if (nk_button_label(ctx, assets[i].key)) {
|
|
editor_selectasset_str(assets[i].key);
|
|
}
|
|
}
|
|
|
|
NK_MENU_END()
|
|
|
|
if (selected_asset)
|
|
editor_asset_gui(selected_asset);
|
|
|
|
NK_MENU_START(debug)
|
|
|
|
if (nk_button_label(ctx, "Reload Shaders")) {
|
|
shader_compile_all();
|
|
}
|
|
|
|
nk_property_int(ctx, "Grid 1 Span", 1, &grid1_span, 500, 1, 1);
|
|
nk_checkbox_label(ctx, "Draw", &grid1_draw);
|
|
|
|
nk_property_int(ctx, "Grid 2 Span", 10, &grid2_span, 1000, 1, 1);
|
|
nk_checkbox_label(ctx, "Draw", &grid2_draw);
|
|
|
|
nk_property_float(ctx, "Grid Opacity", 0.f, &gridOpacity, 1.f, 0.01f, 0.01f);
|
|
nk_property_float(ctx, "Small unit", 0.5f, &smallGridUnit, 5.f, 0.1f, 0.1f);
|
|
nk_property_float(ctx, "Big unit", 10.f, &bigGridUnit, 50.f, 1.f, 0.1f);
|
|
nk_property_float(ctx, "Small thickness", 1.f, &gridSmallThickness, 10.f, 0.1f, 0.1f);
|
|
nk_property_float(ctx, "Big thickness", 1.f, &gridBigThickness, 10.f, 0.1f, 0.1f);
|
|
|
|
static struct nk_colorf smgrd;
|
|
static struct nk_colorf lgrd;
|
|
|
|
nk_color_pick(ctx, &smgrd, NK_RGBA);
|
|
nk_color_pick(ctx, &lgrd, NK_RGBA);
|
|
|
|
NK_MENU_END()
|
|
|
|
startobjectgui:
|
|
|
|
if (selectedobject) {
|
|
draw_point(selectedobject->transform.position[0],
|
|
selectedobject->transform.position[1], 5);
|
|
|
|
NK_FORCE(gameobject)
|
|
|
|
nk_layout_row_dynamic(ctx, 30, 3);
|
|
|
|
if (nk_button_label(ctx, "Save"))
|
|
gameobject_saveprefab(selectedobject);
|
|
|
|
if (nk_button_label(ctx, "Del")) {
|
|
gameobject_delete(selected_index);
|
|
pickGameObject(-1);
|
|
nk_end(ctx);
|
|
goto startobjectgui;
|
|
}
|
|
|
|
if (selectedobject->editor.prefabSync && nk_button_label(ctx, "Revert"))
|
|
gameobject_revertprefab(selectedobject);
|
|
|
|
nk_label(ctx, "Name", NK_TEXT_LEFT);
|
|
nk_edit_string_zero_terminated(ctx, NK_EDIT_SIMPLE, selectedobject->editor.mname, 50, nk_filter_ascii);
|
|
|
|
nk_label(ctx, "Prefab", NK_TEXT_LEFT);
|
|
nk_edit_string_zero_terminated(ctx, NK_EDIT_SIMPLE, selectedobject->editor.prefabName, 50, nk_filter_ascii);
|
|
|
|
object_gui(selectedobject);
|
|
|
|
|
|
// nuke_label("Components");
|
|
nk_layout_row_dynamic(ctx,25,3);
|
|
for (int i = 0; i < ncomponent; i++) {
|
|
if (nk_button_label(ctx, components[i].name)) {
|
|
gameobject_addcomponent(selectedobject, &components[i]);
|
|
}
|
|
}
|
|
|
|
NK_FORCE_END()
|
|
|
|
/*
|
|
NK_FORCE(components)
|
|
nk_layout_row_dynamic(ctx,25,1);
|
|
for (int i = 0; i < ncomponent; i++) {
|
|
if (nk_button_label(ctx, components[i].name)) {
|
|
gameobject_addcomponent(selectedobject, &components[i]);
|
|
}
|
|
}
|
|
|
|
NK_FORCE_END()
|
|
*/
|
|
}
|
|
}
|
|
|
|
void editor_render() { editor_project_gui(); }
|
|
|
|
void pickGameObject(int pickID) {
|
|
if (pickID >= 0 && pickID < arrlen(gameobjects)) {
|
|
selected_index = pickID;
|
|
selectedobject = &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 (nk_button_label(ctx, level)) {
|
|
load_level(level);
|
|
strcpy(current_level, level);
|
|
}
|
|
}
|
|
|
|
struct fileasset *asset_from_path(const char *p)
|
|
{
|
|
return shget(assets, p);
|
|
}
|
|
|
|
void editor_selectasset_str(const char *path) {
|
|
struct fileasset *asset = asset_from_path(path);
|
|
|
|
|
|
|
|
FILE *fasset;
|
|
|
|
switch (asset->type) {
|
|
case ASSET_TYPE_IMAGE:
|
|
if (asset->data == NULL) {
|
|
asset->data = texture_loadfromfile(path);
|
|
load_asset(asset);
|
|
}
|
|
else
|
|
tex_pull(asset->data);
|
|
|
|
tex_gui_anim.tex = asset->data;
|
|
tex_anim_set(&tex_gui_anim);
|
|
anim_setframe(&tex_gui_anim, 0);
|
|
float tex_scale = (float) ASSET_WIN_SIZE / (float)tex_gui_anim.tex->width;
|
|
if (tex_scale >= 10.f) {
|
|
tex_scale = 10.f;
|
|
}
|
|
|
|
break;
|
|
|
|
case ASSET_TYPE_TEXT:
|
|
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);
|
|
break;
|
|
|
|
case ASSET_TYPE_SOUND:
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
load_asset(asset);
|
|
|
|
if (selected_asset != NULL)
|
|
save_asset(selected_asset);
|
|
|
|
selected_asset = asset;
|
|
|
|
}
|
|
|
|
void editor_asset_tex_gui(struct Texture *tex) {
|
|
nuke_labelf("%dx%d", tex->width, tex->height);
|
|
nuke_prop_float("Zoom", 0.01f, &tex_scale, 10.f, 0.1f, 0.01f);
|
|
int old_sprite = tex->opts.sprite;
|
|
|
|
nuke_checkbox("Sprite", &tex->opts.sprite);
|
|
|
|
if (old_sprite != tex->opts.sprite)
|
|
tex_gpu_load(tex);
|
|
|
|
nuke_nel(4);
|
|
nuke_radio_btn("Raw", &tex_view, 0);
|
|
nuke_radio_btn("View 1", &tex_view, 1);
|
|
nuke_radio_btn("View 2", &tex_view, 2);
|
|
|
|
nuke_checkbox("Animation", &tex->opts.animation);
|
|
|
|
|
|
if (tex->opts.animation) {
|
|
int old_frames = tex->anim.frames;
|
|
int old_ms = tex->anim.ms;
|
|
|
|
nuke_nel(2);
|
|
nuke_property_int("Frames", 1, &tex->anim.frames, 20, 1);
|
|
nuke_property_int("FPS", 1, &tex->anim.ms, 24, 1);
|
|
|
|
if (tex_gui_anim.playing) {
|
|
if (nuke_btn("Pause"))
|
|
anim_pause(&tex_gui_anim);
|
|
if (tex_gui_anim.playing && nuke_btn("Stop"))
|
|
anim_stop(&tex_gui_anim);
|
|
} else {
|
|
nuke_nel(3);
|
|
if (nuke_btn("Play"))
|
|
anim_play(&tex_gui_anim);
|
|
|
|
if (nuke_btn("Bkwd"))
|
|
anim_bkwd(&tex_gui_anim);
|
|
|
|
if (nuke_btn("Fwd"))
|
|
anim_fwd(&tex_gui_anim);
|
|
}
|
|
|
|
nuke_nel(1);
|
|
nuke_labelf("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);
|
|
|
|
nk_layout_row_static(ctx, tex->height*tex_scale*tex_gui_anim.uv.h, tex->width*tex_scale*tex_gui_anim.uv.w, 1);
|
|
struct nk_rect r;
|
|
r.x = tex_gui_anim.uv.x*tex->width;
|
|
r.y = tex_gui_anim.uv.y*tex->height;
|
|
r.w = tex_gui_anim.uv.w*tex->width;
|
|
r.h = tex_gui_anim.uv.h*tex->height;
|
|
|
|
nk_image(ctx, nk_subimage_id(tex->id, tex->width, tex->height, r));
|
|
} else {
|
|
nk_layout_row_static(ctx, tex->height*tex_scale, tex->width*tex_scale, 1);
|
|
nk_image(ctx, nk_image_id(tex->id));
|
|
}
|
|
}
|
|
|
|
void text_ed_cb(GLFWwindow *win, unsigned int codepoint)
|
|
{
|
|
YughInfo("Pressed button %d", codepoint);
|
|
if (editor.text_ed & NK_EDIT_ACTIVE) {
|
|
if (codepoint == '\n') {
|
|
YughInfo("Hit newline.");
|
|
}
|
|
}
|
|
}
|
|
|
|
void editor_asset_text_gui(char *text) {
|
|
nk_layout_row_dynamic(ctx, 600, 1);
|
|
editor.text_ed = nk_edit_string_zero_terminated(ctx, NK_EDIT_BOX, text, ASSET_TEXT_BUF, nk_filter_ascii);
|
|
|
|
nuke_nel(4);
|
|
if (nk_button_label(ctx, "Save")) {
|
|
FILE *f = fopen(selected_asset->filename, "wd");
|
|
size_t len = strlen(text);
|
|
fwrite(text, len, 1, f);
|
|
fclose(f);
|
|
}
|
|
|
|
/* TODO: Nicer formatting for text input. Auto indent. */
|
|
}
|
|
|
|
void editor_asset_sound_gui(struct wav *wav)
|
|
{
|
|
|
|
}
|
|
|
|
void editor_asset_gui(struct fileasset *asset) {
|
|
|
|
NK_FORCE(asset)
|
|
|
|
nuke_nel(2);
|
|
nk_labelf(ctx, NK_TEXT_LEFT, "%s", selected_asset->filename);
|
|
|
|
if (nk_button_label(ctx, "Close"))
|
|
selected_asset = NULL;
|
|
|
|
nuke_nel(1);
|
|
switch (asset->type) {
|
|
case ASSET_TYPE_NULL:
|
|
break;
|
|
|
|
case ASSET_TYPE_IMAGE:
|
|
editor_asset_tex_gui(asset->data);
|
|
break;
|
|
|
|
case ASSET_TYPE_TEXT:
|
|
editor_asset_text_gui(asset->data);
|
|
break;
|
|
|
|
case ASSET_TYPE_SOUND:
|
|
editor_asset_sound_gui(asset->data);
|
|
break;
|
|
}
|
|
|
|
NK_FORCE_END()
|
|
}
|
|
|
|
void editor_makenewobject() {}
|
|
|
|
int obj_gui_hierarchy(struct gameobject *selected) {
|
|
|
|
for (int i = 0; i < arrlen(gameobjects); i++) {
|
|
struct gameobject *go = &gameobjects[i];
|
|
|
|
if (nk_select_label(ctx, go->editor.mname, NK_TEXT_LEFT, go == selected)) {
|
|
if (go != selected)
|
|
pickGameObject(i);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void get_levels() { fill_extensions(levels, DATA_PATH, EXT_LEVEL); }
|
|
|
|
void editor_prefab_btn(char *prefab) {
|
|
if (nk_button_label(ctx, prefab)) {
|
|
YughInfo("Making prefab '%s'.", prefab);
|
|
gameobject_makefromprefab(prefab);
|
|
}
|
|
}
|
|
|
|
void game_start() { physOn = 1; }
|
|
|
|
void game_resume() { physOn = 1; }
|
|
|
|
void game_stop() { physOn = 0; }
|
|
|
|
void game_pause() { physOn = 0; }
|
|
|
|
void sprite_gui(struct sprite *sprite) {
|
|
|
|
nuke_nel(2);
|
|
//nk_labelf(ctx, NK_TEXT_LEFT, "Path %s", tex_get_path(sprite->tex));
|
|
|
|
|
|
|
|
if (nk_button_label(ctx, "Load texture") && selected_asset != NULL) {
|
|
sprite_loadtex(sprite, selected_asset->filename);
|
|
}
|
|
|
|
|
|
if (sprite->tex != NULL) {
|
|
//nk_labelf(ctx, NK_TEXT_LEFT, "%s", tex_get_path(sprite->tex));
|
|
nk_labelf(ctx, NK_TEXT_LEFT, "%dx%d", sprite->tex->width, sprite->tex->height);
|
|
|
|
nk_layout_row_static(ctx, sprite->tex->height, sprite->tex->width, 1);
|
|
if (nk_button_image(ctx, nk_image_id(sprite->tex->id)))
|
|
editor_selectasset_str(tex_get_path(sprite->tex));
|
|
}
|
|
|
|
|
|
nk_property_float2(ctx, "Sprite Position", -1.f, sprite->pos, 0.f, 0.01f, 0.01f);
|
|
|
|
nuke_nel(3);
|
|
if (nk_button_label(ctx, "C")) {
|
|
sprite->pos[0] = -0.5f;
|
|
sprite->pos[1] = -0.5f;
|
|
}
|
|
|
|
if (nk_button_label(ctx, "U")) {
|
|
sprite->pos[0] = -0.5f;
|
|
sprite->pos[1] = -1.f;
|
|
}
|
|
|
|
if (nk_button_label(ctx, "D")) {
|
|
sprite->pos[0] = -0.5f;
|
|
sprite->pos[1] = 0.f;
|
|
}
|
|
|
|
}
|
|
|